student perceptions of engineering entrepreneurship: an exploratory study
TRANSCRIPT
April 2006 Journal of Engineering Education 153
NADA DABBAGH
Instructional Design and TechnologyGeorge Mason University
DANIEL A. MENASCÉ
Department of` Computer ScienceGeorge Mason University
ABSTRACT
This study examines students’ overall perceptions of the engineer-ing profession in a first-year course in engineering, and the effectof a pedagogical approach aimed at exposing students to engineer-ing entrepreneurship and their perceptions of engineering entre-preneurship. The approach featured a market game that engaged apilot group of 20 students in forming IT companies and compet-ing for the best design of a travel agent system. The rest of the stu-dents in the course completed the traditional class project, whichinvolved designing and building a land sailer. A pre-post Likert-type survey designed to measure students’ perceptions of the engi-neering profession was administered to all students enrolled in thiscourse. In addition, a short answer questionnaire seeking students’pedagogical perceptions of the market game and the land sailerproject was administered at the end of the course. Results indicatedthat students’ overall perceptions of the engineering professionsignificantly improved by the end of the course. More importantly,the results indicated that students who participated in the marketgame had significantly better perceptions of engineering entrepre-neurship, specifically professional skills, than students who partici-pated in the land sailer project. These findings are of considerableinterest to engineering schools that want to increase student reten-tion and are looking for novel approaches to assist freshmen inchoosing their majors.
Keywords: engineering entrepreneurship, pedagogy, student
retention.
I. INTRODUCTION
While student attrition is a national and institutional phenome-
non, research has shown that engineering programs are particularly
vulnerable [3]. Roughly fifty percent of students who begin their
college education in engineering leave the engineering curriculum
before receiving their degree with half of this attrition occurring
during the freshmen year [1, 20]. Surveys of freshmen intentions
show that approximately 25–30 percent of freshmen intend to
major in science and engineering, however, less than half of those
actually complete a science and engineering degree within five years
[21]. Overall, there has been a 15 percent decline in the number of
engineering bachelors degrees granted from 1997 to 2002 [23].
The problem is even more severe for women and underrepresented
minorities. Minorities entering engineering curricula drop out at
the rate of 70 percent or higher, and women have lower retention
rates than men [2, 9]. In addition, underrepresented minorities, in-
cluding African-Americans, Hispanics, and Native Americans,
drop out of science and engineering majors at a higher rate than
other ethnic groups [21].
The problem of engineering student retention has received con-
siderable national attention [20]. Over the past decade, a large
number of research studies have sought to understand the underly-
ing causes of the high rate of attrition in engineering programs. In a
seven-university study of students who transferred out of science
and engineering programs, Seymour and Hewitt [19] concluded
that problems related to the structure of the educational experience,
and the culture of the discipline as portrayed in the attitudes and
practices of faculty, had a greater impact on student retention than
problems related to aptitude, ability, or appeal to other majors. For
example, Brainard and Carlin [6] found that in many science and
engineering programs, the attitude of faculty and administrative
personnel towards students who switch or drop out has traditionally
been that those students were just in the wrong field and that it was
better for all concerned to weed those students out as early in the
process as possible. Additionally, several studies have suggested that
beginning engineering courses fail to motivate students because
first-year engineering curricula consist primarily of fundamental
courses (e.g., physics, mathematics, chemistry, English) that are con-
sidered essential prerequisites to upper division engineering courses
and, as a result, many potential engineers transfer out of their ma-
jors before they experience what engineers really do in the real
world [18].
Shuman et al. [20] surveyed 203 freshmen students that trans-
ferred out of engineering programs and found that approximately
half of these students felt that their perceptions of engineering did
not match their experiences and that most had little idea what the
engineering profession is about. These researchers concluded that
too many students were drawing improper generalizations from
their introductory course material and that freshmen engineering
curricula were doing little to address these issues. Anderson-
Rowland [1] found similar causes when they surveyed freshmen
engineering students at Arizona State University at the end of the
introductory engineering class. The results of this survey revealed
that beginning freshmen engineering students do not have much
Student Perceptions of EngineeringEntrepreneurship: An Exploratory Study
understanding of an engineering career and may drop out during or
after the first year because they do not see the relevance of begin-
ning engineering courses to the engineering profession. The ques-
tion then is how strongly is this attrition related to students’ percep-
tions (or misperceptions rather) of the engineering profession?
And, what can engineering programs do to better portray to stu-
dents what engineers do in the real world in order to motivate them
to pursue a career in engineering?
II. ENGINEERING ENTREPRENEURSHIP
Engineers are increasingly considered as “major agents of civi-
lization change” and “must think about the larger context in which
they pursue their work” [5]. A growing number of engineering
graduates are finding employment in small businesses and start-up
ventures—an environment that requires “a new type of engineer, an
entrepreneurial engineer, who needs a broad range of skills and
knowledge above and beyond a strong science and engineering
background” [8, cited in [17], p. 155]. Nichols and Armstrong [16]
state that an engineering entrepreneur is “one who organizes, man-
ages, and assumes the risk of an engineering business enterprise”
(p. 2). As George Berbeco (an entrepreneur) explained when asked
why engineers should learn entrepreneurial skills, “If an engineer is
not an entrepreneur, [he] is just a tool” [10, p. 4]. Torres, Velez-
Arocho, and Pabon [22] argue that “The contemporary engineer
must be able to (a) effectively communicate orally as well as in writ-
ing, (b) be capable of working in multidisciplinary teams, (c) be able
to attack problems with a global and multilateral focus, (d) have an
entrepreneurial spirit, and (e) be sensible to his cultural, social and
economic environment” (p. 738). Yurtseven [23] adds “the role of
an engineer has evolved from an independent, self-sufficient and
highly motivated inventor to an interdependent team member of a
corporate world, small or large” (p. 17). Therefore, it is no longer
adequate for engineering students to graduate with strong technical
skills [15]. Engineering graduates need a broad range of skills and
knowledge beyond that of the technical [17]. Specifically, engineers
need entrepreneurial skills.
In response to the need for engineers to develop entrepreneurial
skills, ABET in 2000 recommended that engineering curricula
(EC) address the following learning outcomes or skills: (a) design-
ing to meet desired needs, (b) teamwork (particularly multidiscipli-
nary teamwork), (c) communication, (d) problem-solving, and
(e) the understanding of engineering practice and its place in society
[17, pp. 155–156]. The American Society for Engineering Educa-
tion (ASEE) also recommended a shift in engineering education to
directly address the needs of a global economy and to foster an un-
derstanding of the relationship between engineering and business
operations in the formal training of engineers.
There seems to be no question among researchers, accreditation
boards, and professional organizations that developing entrepre-
neurial skills is equally valuable to developing technical skills in the
engineering profession. However, engineering students are rarely
exposed to the entrepreneurial perspective of engineering at either
the undergraduate or graduate levels [7, 12, 14]. Rather, “most en-
gineering program curricula have been dominated by design-and-
build projects with an emphasis on technical excellence that has, for
the most part, excluded developing an understanding of market
forces and context” [17, p. 156].
Recognizing the ABET Engineering Criteria 2000 (EC2000)
recommendations, many large four-year institutions have begun to
implement engineering programs and courses designed to promote
entrepreneurial education and foster new venture creation by
tomorrow’s engineer and science graduates. For example, North
Carolina State University has implemented a program called Engi-
neering Entrepreneurs Program (EEP). EEP builds on the cap-
stone senior design course required in most engineering curricula by
allowing students at all levels, freshman through senior, to partici-
pate. Typically, these capstone engineering courses require students
to develop a feasibility plan for a product or idea they have chosen,
or to simulate a start-up or spin-off venture that establishes a busi-
ness relationship with a “parent” company such as a local company
or business. The goal is to cultivate teamwork, communication and
presentation skills, leadership, and knowledge of business processes.
EEP participants have been shown to have higher engineering re-
tention rates and higher grades than non-participants (70 percent
vs. 51 percent and 3.08 vs. 2.83 respectively) [17]. Similar initiatives
exist at UC Berkeley, Georgia Tech, UIUC, MIT, Stanford,
University of Nevada Reno (UNR), and Virginia Commonwealth
University (VCU), among others.
For example, Looney and Kleppe [13] applied a very hands-on
approach to teaching electrical engineering students at UNR the
concepts of innovation and entrepreneurship. In a senior capstone
course, students were given the opportunity to experience the prod-
uct development process by learning more about the business side of
product development including formulating an idea for a
product/business, presenting their proposal to faculty, developing a
prototype, researching market potential, and preparing a business
plan for funding. Graduates who took this course were given a head
start towards starting their own company and several of these grad-
uates have been recruited to fill management positions at high tech-
nology firms in a short period of time. Overall, students who took
this course demonstrated improved organizational skills and were
more focused towards developing marketable products.
The above initiatives are a sample of what engineering programs
or curricula nationwide are undertaking to address ABET EC2000
and consequently the issue of engineering student attrition and re-
tention. However most of these initiatives have targeted senior cap-
stone courses. In contrast, this study focuses on a freshman course
because it is at this level that most of the attrition is occurring.
Specifically, the purpose of this study was to examine students per-
ceptions of the engineering profession in Engineering 107, a fresh-
man engineering course at a large mid-Atlantic university’s School
of Information Technology and Engineering (IT&E), and further,
to examine the impact of a novel pedagogical approach on students’
perceptions of engineering entrepreneurship. This novel approach
featured a “market game” or simulation in which teams of students
act as IT (Information Technology) companies in a marketplace
and an “IT design game” in which each team designs and builds a
prototype system to meet a market need. This approach combines
both the technical design-and-build characteristics of classic engi-
neering projects and the entrepreneurial dimension that is often
lacking in engineering curricula.
To implement this novel pedagogical approach we structured
the final project of this first course in engineering (Engineering
107) in two levels. The higher level is defined by a “market game” in
which teams of students act as IT companies. The purpose of this
level is to situate learning in a real world context. In playing the
154 Journal of Engineering Education April 2006
market game, students are introduced to authentic learning activi-
ties including teamwork, competition, collaboration, marketing,
business plans, budgeting, and capitalization. The lower level is an
“IT design game” in which each team solves a moderately complex
problem and builds a prototype of a marketable IT system. The
purpose of this level is to engage students in complex and collabora-
tive problem solving. In playing this “design game,”students are in-
troduced to a variety of basic engineering principles from systems,
computer engineering, and computer science, as well as project
plans, project management, project reviews, presentations, and sat-
isfying customers.
In essence this project design, which we are referring to as the
novel pedagogical approach and the pilot project in this study, em-
beds an IT engineering design project inside a simulated market-
place of IT companies thereby integrating both technical and entre-
preneurial skills. Within such a design we can expose students to
what IT&E professionals do in the real world and satisfy ABET
EC2000 as follows:
(1) the goal is not to study technologies but to produce better
engineers who understand the technologies;
(2) engineers need to know some ad-hoc methods to help them
when the theories fail—a good engineer is grounded in both
theory and practice;
(3) real systems feature messy problems for which the engineer
must find a workable solution;
(4) IT engineers spend more time building systems from avail-
able parts than building new parts from scratch;
(5) engineers need to collaborate and communicate effectively
to serve their clients and get their jobs done;
(6) engineers must do their work with limited budgets and with
constraints on how much they can charge for their products;
and
(7) engineers work in a competitive marketplace.
III. RESEARCH QUESTIONS AND METHOD
The specific research questions for this study were: (1) did stu-
dents’ perceptions of the engineering profession overall improve as a
result of their educational experience in Engineering 107; (2) what
impact did the market game have on students’ perceptions of engi-
neering entrepreneurship; and (3), what impact did the classic de-
sign-and-build project have on students’ perceptions of engineering
entrepreneurship?
A. Course DescriptionEngineering 107, Engineering Fundamentals, is a two-credit fresh-
man course designed to provide students with a broad introduction to
engineering science and engineering design. Special emphasis is
placed on the application of engineering and design concepts and on
solving a design problem of modest complexity. There are no prereq-
uisites for this course; however, it is assumed that students have a
basic knowledge of math analysis and trigonometry. Enrollment in
this course typically ranges from 90 to120 students. The course grade
is based on homework (10 percent), the design project (35 percent), a
mid term (25 percent), and a final exam (30 percent).
The design project was of particular interest in this study because
students are assigned to functional groups closely representing an
engineering team that the students would be expected to be part of
once they graduate. The intent of the design project is to introduce
students to, and encourage use of, engineering tools and systems
engineering to design a system, component, or process to meet
desired needs. The design project can be described as the classic
design-and-build engineering project offered in most engineering
curricula. Past projects in this course included developing and test-
ing a prototype urban search and rescue personnel locator vehicle
and designing and building a Radio-Controlled (RC) model land
sailer. When this study was conducted, the RC land sailer was the
assigned project in this course. The market game was considered
the pilot project and was introduced by the research team to expose
students specifically to engineering entrepreneurship.
B. ParticipantsThe initial number of students enrolled in Engineering 107 was
114 but 22 students either dropped the course or were missing data
necessary to complete the analysis. Therefore the overall analysis was
based on 92 participants (n � 74 for the land sailer project and
n � 18 for the market game). Of this sample, seventy-seven students
were male and 15 were female. Eighty seven percent (87 percent) of
participants’ age ranged from 16 to 21. Sixty-four participants had
declared engineering as their major (this included civil, electrical,
systems, and computer engineering), 26 participants were undecided,
and two participants had declared non-engineering related fields as
their major. Primary reasons for choosing engineering as a major
included providing good career and money making opportunities
(20 percent), and interest in the engineering discipline including
interest in design, electronics, computers, technology, problem solv-
ing, and building things (60 percent). In terms of learning style,
41 percent of participants preferred the lecture method, 40 percent
preferred working in teams, and 18 percent preferred to learn inde-
pendently. Forty seven percent of participants were not employed,
47 percent worked part time, and 6 percent worked full time. The
type of work included technical jobs (7 percent), non-technical jobs
(20 percent), administrative (3 percent), engineering related (1 per-
cent), and other (22 percent).
C. Materials/Projects1) The market game: The objective of the market game was to
give students a “taste” of market forces while allowing them to be
successful in a design project. The five teams participating in the
market game simulated small IT companies seeking strong market
capitalization. Each team was responsible for the following tasks:
(a) choosing an identity for a company, (b) creating an initial project
plan, with many of the elements of a business plan, and getting it
capitalized, (c) designing and building the prototype of the IT sys-
tem, (d) presenting the prototype and business plan for IPO capi-
talization, and (e) assessing market valuation of the company after
IPO. As described earlier, a second level, the IT design game was
embedded in the market game. The IT system design game was or-
ganized around the paradigm of a young entrepreneur learning to
build an interesting system that solves a problem of value in the real
world. Students design and complete an IT system composed of
readily-accessible parts to satisfy a customer, and in the process, get
a “taste” (an introductory experience) of engineering, marketing,
market forces, teamwork, communication, competition, and cus-
tomer satisfaction—all components of an engineering professional.
More specifically, each team was required to design and imple-
ment a travel agent that uses services from airline, hotel, and car
April 2006 Journal of Engineering Education 155
rental services in order to prepare travel itineraries for customers.
Airline, hotel, and car rental services have ratings that reflect the
quality of the service they provide. These ratings are measured for
each service provider by a reputation index (a number between 0 and
100) and are maintained by a Reputation Server. Each travel agent
has a rank and a quality of service (QoS) indicator (a number be-
tween 0 and 100) associated to it. The QoS varies according to the
quality of the service provided by the travel agent to its customer.
The rank is a function of (a) the amount of money spent in adver-
tisement by the travel agent, relative to other travel agents, and (b)
the relative QoS of the travel agent with respect to other travel
agents. The rank and QoS of all travel agents is maintained by a
Popularity Server.
In addition, each travel agent receives payments from its cus-
tomers and pays for services (e.g., airline tickets, hotel rooms, car
rentals, and advertisement). A Bank Server is used to carry out all fi-
nancial transactions with travel agents. Figure 1 shows the main flow
of information between a travel agent and its environment. Students
were only responsible for implementing the travel agent. The rest of
the system components were pre-designed by the research faculty.
The overall learning goal of the market game was to promote stu-
dents’ meaningful understanding of the applications of IT in engi-
neering in order to increase relevance, retention, and transfer.
The competition or “game” is won by the travel agent that accu-
mulates the most money. However, the profit made by a travel
agent is highly correlated to the QoS it provides, which is reflected
in its rank. Customers select with high probability highly ranked
travel agents. Travel agents have to devise strategies that balance
QoS with the amount of money they spend to provide the services
requested. A travel agent may select low quality or high quality
providers to compose a trip, and based on the total price the agent
has to pay to all its service providers, it will determine the price to be
charged to its customers. Customers may turn down high priced
trips. A travel agent has to decide how much money it ought to
spend in advertisement to increase its rank and attract more busi-
ness. So, in summary, a travel agent’s strategy involves selection of
service providers, pricing, and advertisement expenditures. The
game can be stopped once or more than once to allow each team to
review its strategy and possibly change it. The rank of all travel
agents is computed by the Popularity Server every time a travel
agent spends money in advertisement and each time the QoS of a
travel agent is updated.
2) Coaching: The teams were guided through a development
process that included: (a) understanding the problem, (b) choosing
a design approach, (c) building a team, (d) designing and presenting
a project plan, (e) obtaining the parts and expertise needed to build
the planned system, (f) analyzing and managing costs, (g) coping
with breakdowns, and (h) designing a major marketing presenta-
tion of the prototype. Various resources were made available to help
the IT companies that the students formed, including libraries of
Java classes useful as software components of IT systems, guidelines
for business and project plans, a technical consultant, and a bank.
The game was regularly interrupted to hold coaching conversations
with the teams. These coaching events presented opportunities for
students to observe and assess team effectiveness, management,
leadership, team practice, strategy, and communication. Teams
could hire “consultants” (members of the instructional staff or re-
search team) to help them prepare their marketing presentations,
understand associated technologies, and prepare business plans,
among others. Alternatively, teams were given ownership to try to
156 Journal of Engineering Education April 2006
Figure 1. Main flow of information between the Travel Agent and the other services.
do these things on their own. In so doing, they will learn tradeoffs
among conserving money, drawing on the expertise of others, and
meeting deadlines.
3) The land sailer project: The land sailer project (the instructor-
assigned project in this course) was the classic design-and-build en-
gineering project required in most engineering curricula. The pur-
pose of this project was to design, develop, and build a
radio-controlled (RC) model land sailer. The primary mission of
the RC model land sailer was to serve as a scale model platform to
test advanced hull and rig concepts and technologies for a fictional
client whose intent is to break the land sailing speed record on a
closed racing course. In this course, students (n � 74) were divided
into three main teams with the course instructor acting as the pro-
ject manager for the fictional client. Each of these teams was subdi-
vided into four primary functional groups: Systems Engineering,
Design, Manufacturing, and Test and Evaluation. The Design and
Manufacturing functional groups were further subdivided into
three groups: Chassis, Controls, and Sails and Rigging.
In terms of coaching, the instructor structured each class period
into a fifty-minute lecture on the course topics and the remaining
twenty-five minutes were set aside for groups to work on the semes-
ter project. All materials related to this project (these included ex-
tensive design and performance specifications) were provided on
the course website. At the end of the semester the three teams were
to compete against each other in a land sailing regatta to be held in a
parking lot close to the university. Although the land sailer project
definitely had a “competition” element similar to the market game,
it is clear that the main emphasis of this project was on technical en-
gineering skills. In addition, the instructor was acting as the primary
project manager monitoring individual, group, and team progress.
D. Measures1) Perceptions of engineering survey: A 95-item survey seeking
students’ perceptions of the engineering profession was developed
by the research team in consultation with engineering faculty and
the research that identified contemporary engineering skills includ-
ing the ABET EC2000 recommendations and the American Soci-
ety for Engineering Education (ASEE). The survey items included
three categories or subscales depicting three types of engineering
skills portrayed as tasks (things that an engineer would do). These
included: (1) 25 items related to technical engineering skills (e.g.,
develop a Gantt chart for a project; perform quality control; write
technical documentation), (2) 39 items related to business manage-
ment skills (e.g., write a business plan; prepare a budget for a pro-
ject; propose a new direction or vision for your company), and (3) 31
items related to professional skills (e.g., work in a team environ-
ment; understand how to negotiate to arrive at a decision; make a
commitment only when you are competent). See Appendix for the
complete survey. Subscales 2 and 3, which included items related to
business management skills and items related to professional skills,
measured students’ perceptions of engineering entrepreneurship.
The survey required students to rate each item on a scale of 1–5 (1 is
strongly disagree, SD, and 5 is strongly agree, SA) based on their
understanding of the importance of the task to the practice of engi-
neering. The survey was administered at the beginning and at the
end of the course to determine whether students’ overall attitudes
and perceptions about engineering changed as a result of their edu-
cational experience in the course. Cronbach’s alpha reliability coef-
ficients for the 95-item pre and post surveys were, 0.958 and 0.982,
respectively, and internal reliability coefficients for the three sub-
scales (pre and post) ranged from 0.909 to 0.974.
2) Short answer questionnaire: To determine the extent to which
the land sailer project and the market game differed from a peda-
gogical perspective, students’ perceptions of the pedagogical attrib-
utes of these projects were sought through a short answer question-
naire administered to all students at the end of the course. The
questions included the following:
1. Was the project challenging? Why or why not? Rate the
challenge on a scale of 1–10 where 1 is least challenging and
10 is most challenging.
2. Did the project require knowledge above and beyond what was
taught to you in this course? Answer yes/no. Briefly explain.
3. Was the project complex? Why or why not? Rate the com-
plexity of this project on a scale of 1–10 where 1 is least
complex and 10 is most complex.
4. Was the project real world (meaning useful and applicable in
the real world)? Why or why not? Rate the project’s useful-
ness in the real world on a scale of 1–10 where 1 is least use-
ful in the real world and 10 is most useful in the real world.
5. Did the project require creativity on your part (yes/no) and
how much of a creative process was required to complete
this project? Rate the creative process that was used in this
project on a scale of 1–10 where 1 is the least creativity re-
quired and 10 is the most.
6. Did the project require the use of problem-solving strate-
gies? Yes/No. Briefly explain.
7. Did the project require extensive knowledge of design ele-
ments and content? Why or why not? Explain.
8. Did you have adequate resources to complete this project?
Why or why not? Rate the usefulness of the resources provided
on a scale of 1–10 where 1 is least useful and 10 is very useful.
9. Were the resources well organized and easily accessible?
Yes/no. Explain.
10. Did you have adequate assistance from the faculty team and
GRA assigned to this project? Why or why not?
11. Did you think that this project is related to the field of engi-
neering in any way? Why or why not?
E. Design and Procedures of the StudyAt the beginning of the semester, the research team, with the
approval of the course instructor, informed the class that there
would be a pilot project (the market game) worth the same percent-
age (35 percent) of the course grade as the assigned land sailer pro-
ject and asked for 25 volunteers. A sheet with space for 25 names
was passed around and 25 students signed up. These students were
randomly assigned to five teams with five students in each team.
However, as mentioned earlier, several students dropped the course
in the first two weeks (as is typical in the first two weeks of registra-
tion) requiring an adjustment in the pilot sample from 25 to 20 stu-
dents with four students in each team. Two students in this pilot
sample did not complete either the pre or post Perceptions of Engi-neering Survey (resulting in n � 18 for the survey analysis). However,
all 20 students completed the short answer questionnaire resulting in
n � 20 for the questionnaire analysis. A graduate student in IT&E
was assigned to assist the market game teams from a technical as-
pect. Four faculty members, two of which are the authors of this
study, served as team coaches for the pilot group. The remaining stu-
dents (n � 74) participated in the land sailer project and were guided
April 2006 Journal of Engineering Education 157
by the course instructor. All students attended the same lectures
delivered by the course instructor and completed all other course
requirements which included homework, a midterm, and a final.
IV. ANALYSIS
To answer the questions posed in section III, a mixed methods
data analysis approach was performed. First, a paired t-test was per-
formed on data gathered from the 95-item Perceptions of EngineeringSurvey for all students enrolled in this course who completed the pre
and post survey (n � 92). Second, independent paired t-tests were
performed on the three subscales of the Perceptions of Engineering Survey for the market game data sample (n � 18), and, for a randomly
selected data sample (n � 18) of the land sailer project data sample.
Given that (a) by design, the number of students assigned to the
land sailer project was disproportionately larger than the number of
students assigned to the market game, (b) the land sailer project teams
had identical project goals, resources, and support structures, and
(c) the instructor of the course managed these teams, a randomly se-
lected sample (this was done using Statistical Package for the Social
Sciences’ (SPSS) random sample selection tool) is a statistically repre-
sentative sample of the land sailer project participants. Comparing
the survey results of the entire land sailer project data sample (n � 74)
to the market game data sample (n � 18) is not appropriate in this
context because this study was not experimentally designed, otherwise
participants would have been randomly assigned to the land sailer
project and the market game. Rather this study introduced a novel
pedagogical approach as a pilot project to a first course in engineering,
which had an existing classic design-and-build project. Therefore, the
pilot project can be considered as a case study, and in order to estab-
lish contextual rather than empirical validity, a subset of the land sailer
project survey data sample was randomly selected for cross-case
analysis. In addition, a comprehensive description and content analy-
sis of the data collected from the short answer questionnaire for all
students who completed this questionnaire (74 land sailer project
participants and 20 market game participants) was performed to tri-
angulate the results of the independent t-tests.
V. RESULTS
A. Quantitative Results To answer the first research question of this study—“Did students’
perceptions of the engineering profession overall improve or change as a
result of their educational experience in Engineering 107?”—a paired
t-test was performed on the 95-item Perceptions of Engineering Survey for all students who completed this survey pre and post (n �
92). The result was statistically significant, t (91) � –2.36, p � 0.05,
(pre-survey M and SD � 3.90, 0.54; post-survey M and SD � 4.06,
0.61) indicating that students’ overall perceptions of the engineer-
ing profession improved at the end of Engineering 107. The result
of the paired t-test for the technical engineering items was not sta-
tistically significant, t (91) � –0.476, p � 0.05, indicating that stu-
dents’ perceptions of the technical dimension of the engineering
profession did not change. This result was expected given that the
research literature has consistently confirmed that students perceive
engineering as a technical field of study. The results of the paired t-
tests for the business management items and professional skills
items were statistically significant, t (91) � –2.276, p � 0.05, and
t (91) � –3.339, p � 0.05, respectively, indicating that students’
perceptions of engineering entrepreneurship overall improved. A
paired t-test was also performed on the combined entrepreneurship
items (business management and professional skills) revealing a sta-
tistically significant result, t (91) � –3.038, p � 0.05. These results
are summarized in Table 1.
To answer the second research question of this study—“Whatimpact did the market game have on students’ perceptions of engineering entrepreneurship?”—paired t-tests were performed on the three sub-
scales of the Perceptions of Engineering Survey for the market game
participants’ sample (n � 18). The results were not statistically sig-
nificant for the technical engineering items and the business man-
agement items, t (17) � –0.062, p � 0.05, and, t (17) � –0.594, p �0.05, respectively. However, the result was statistically significant
for the professional skills items, t (17) � –3.287, p � 0.005. The re-
sult was not statistically significant for the combined entrepreneur-
ship subscales, t (17) � –1.528, p � 0.05. These results are summa-
rized in Table 2.
To answer the third research question of this study—“What im-pact did the land sailer project have on students’ perceptions of engineer-ing entrepreneurship?”—and for cross-case analysis, paired t-tests
were performed on the three subscales of the Perceptions of Engi-neering Survey for the random sample (n � 18) that was selected
from the land sailer project participants’ sample. The result for the
technical engineering items was not statistically significant,
t (17) � 0.035, p � 0.05. This was consistent with previous results
for all samples for this subscale. The results for the two entrepre-
neurial skills subscales, independently, and combined, were also not
statistically significant: t (17) � –0.008, p � 0.05 for business man-
agement items, t (17) � –0.633, p � 0.05 for professional skills
158 Journal of Engineering Education April 2006
Table 1. Summary of results for the research question: “Did students’ perceptions of the engineering profession overall improve orchange as a result of their educational experience in Engineering 107?” (ER � Engineering Related Skills; BM � Business ManagementSkills; PS � Professional Skills).
items, and, t (17) � –0.246, p � 0.05 for all (combined) engineering
entrepreneurship items. These results are summarized in Table 3.
Based on the tables above, the quantitative results revealed that
students’ overall perceptions of the engineering profession im-
proved by the end of the course. The results also revealed that stu-
dents’ perceptions of engineering entrepreneurship did not change
for the land sailer project participants (based on the randomly se-
lected sample). However, students’ perceptions did change with re-
spect to professional skills (a component of engineering entrepre-
neurship) for the market game participants. In order to further
interpret these findings, we now turn to the qualitative analysis of
the short answer questionnaire, which was administered at the end
of the course to seek students’ pedagogical perceptions of the land
sailer project and the market game.
B. Qualitative Results 1) Project challenge: The analysis revealed that the market game
was more challenging (M � 9.3, SD � 0.73) than the land sailer
project (M � 6.9, SD � 1.9). One hundred percent (100 percent) of
student ratings (20 out of 20) of the degree of challenge of the mar-
ket game were 6 or higher compared to 70 percent (57 out of 74) for
the land sailer project. Reasons provided by students as to why the
market game was challenging included: (a) lack of domain knowl-
edge, (b) novelty of experience, (c) required a lot of effort, and (d)
lack of time allotted and resources. Reasons provided by students as
to why the land sailer project was challenging included: (a) difficulty
of teamwork, (b) difficulty of communicating amongst the different
sub-teams (inter-team communication), (c) difficulty of coordinat-
ing and managing project tasks within each sub-team (intra-group
communication), (d) novelty of experience, and (e) lack of domain
knowledge.
2) Knowledge above and beyond the course: This was a yes/no
question with explanation. One hundred percent (100 percent) of
student responses (20 out of 20) were “yes” for the market game in-
dicating that this project required knowledge above and beyond
what was taught in the course, compared to 69 percent (51 out of
74) for the land sailer project. The primary reason provided by stu-
dents as to why the market game required knowledge above and be-
yond what was taught in the course was “needed prior Java knowl-
edge.” Reasons provided by students as to why the land sailer
project required knowledge above and beyond what was taught in
the course included: (a) needed previous sailing knowledge, (b)
knowledge of teamwork skills, and (c) Internet research was re-
quired to successfully complete the project.
3) Project complexity: The analysis revealed that the market game
was more complex (M � 8.73, SD � 1.09) than the land sailer
project (M � 6.7, SD � 2.1). Ninety five percent (19 out of 20
responses—one student did not provide a rating) of student ratings
of the degree of complexity of the market game were 6 or higher
compared to 69 percent (51 out of 74) for the land sailer project.
Reasons provided by students as to why the market game was com-
plex included: (a) developing, designing, and implementing a busi-
ness strategy, (b) lack of domain knowledge, and (c) building code
or “coding.” Reasons provided by students as to why the land sailer
project was complex included: (a) difficulty coordinating project
tasks across different teams (inter-group project management), and
(b) multiplicity of the projects’ components, processes, and tasks.
4) Project real world usefulness: Students rated the degree of real
world usefulness of the land sailer project higher (M � 7.7, SD �
2.1) than the market game (M � 6.9, SD � 2.2). Seventy percent
(54 out of 74) of student ratings on this criterion for the land sailer
project were six or higher compared to 60 percent (12 out of 20) for
the market game. However, 25 percent (five out of 20 responses)
did not provide a rating on this criterion for the market game com-
pared to 15 percent (11 out of 74) for the land sailer project. Rea-
sons provided by students as to why the land sailer project had real
world usefulness included: (a) emulates real world teamwork, (b)
emulates real world engineering work, and (c) teaches how to
design and construct a boat (which is a real world task). Reasons
provided by students as to why the market game had real world
April 2006 Journal of Engineering Education 159
Table 2. Summary of results for the research question: “What impact did the market game have on students’ perceptions of engineering entrepreneurship?” (ER � Engineering Related Skills; BM � Business Management Skills; PS � Professional Skills).
Table 3. Summary of results for the research question: “What impact did the land sailer project have on students’ perceptions of engineering entrepreneurship?” (ER � Engineering Related Skills; BM � Business Management Skills; PS � Professional Skills).
usefulness included: (a) marketing aspects—how businesses com-
pete in the real world, (b) e-business aspects (running an online
travel agency), and (c) teamwork and communication skills.
5) Project creativity: The analysis revealed that the market game
required more creativity than the land sailer project (M � 7.3, SD �
1.7 vs. M � 6.1, SD � 2.6). Fifty-five percent (55 percent) of stu-
dent ratings (11 out of 20) were six or higher for the market game
on this criterion, 20 percent (four out of 20) were five or less, and 25
percent (five out of 20) did not include a rating in their responses.
For the land sailer project, 45 percent (33 out of 74) of student rat-
ings were six or higher, 32 percent (24 out of 74) were five or less,
and 23 percent (17 out of 74) did not include a rating in their re-
sponses. Reasons provided by students as to why the market game
required creativity included: (a) creativity was needed to design and
develop a strategy, and (b) writing program code. Reasons provided
by students as to why the land sailer project required creativity in-
cluded: (a) boat design, (b) coming up with ideas for boat parts to
make them work better, and (c) efficiently using and obtaining re-
sources.
6) Use of problem-solving strategies: This was a yes/no question
with explanation. Twenty out of twenty (100 percent) of student re-
sponses were “yes” with respect to whether the market game re-
quired the use of problem-solving strategies compared to 59 out of
74 responses (80 percent) for the land sailer project. Reasons pro-
vided by students as to why the market game required the use of
problem-solving strategies included: (a) resolve issues with business
strategy, (b) resolve issues with transforming strategy into code, and
(c) project management issues such as communication, scheduling
conflicts, and budgetary issues. Reasons provided by students as to
why the land sailer project required the use of problem-solving
strategies included: (a) resolve issues with design, (b) solving prob-
lems with measurements, and (c) project management issues such
as scheduling conflicts and budgetary issues.
7) Extensive knowledge of design elements and content: This ques-
tion did not require students to provide a rating. Nineteen out of
twenty responses (95 percent) revealed that the market game required
extensive knowledge of design elements and content compared to 35
out of 74 responses (47 percent) for the land sailer project. Reasons
provided by students as to why the market game required extensive
knowledge of design elements and content included: (a) needed
knowledge of Java programming, (b) needed to know key design ele-
ments to design business strategy, and (c) needed to know design ele-
ments in transforming design into strategy. Reasons provided by stu-
dents as to why the land sailer project did not require extensive
knowledge of design and elements and content included: (a) only
basic knowledge for design functionality was required, (b) software
was available to design with, and (c) online resources and professor
provided adequate guidance to complete design.
8) Provision of adequate resources: Regarding the degree to
which the students felt that they had adequate resources to com-
plete the final projects in this class, the analysis revealed that the
land sailer project was better supported than the market game. Stu-
dents rated the adequacy of resources for the land sailer project as
highly adequate (M � 8.85, SD � 1.8). Seventy three percent (73
percent) of student ratings were six or higher. For the market game
(M � 6.5, SD � 1.8), 40 percent of student ratings (eight out of 20)
were six or higher, 20 percent (four out of 20) were five or less, and
40 percent (eight out of 20) did not provide a rating. Reasons pro-
vided by students as to why they felt that they had adequate
resources to complete the land sailer project included: (a) professor
provided everything from money, tools, supplies, work areas (garage
of home), and his personal assistance such as answering questions,
and (b) adequate Internet resources. Reasons provided by students
as to why they felt that they did not have adequate resources to com-
plete the market game included: (a) lack of faculty assistance, (b)
lack of resources to help students learn Java, and (c) lack of time to
complete the project.
9) Organization and accessibility of resources: This was a yes/no
question with explanation. The analysis revealed that the land sailer
project’s resources were a lot more organized and easily accessible
than the market game resources. Eighty six percent (86 percent) of
students (64 out of 74 responses) said that the land sailer project’s
resources were well organized and easily accessible citing the follow-
ing reasons: (a) professor provided well organized materials, (b) re-
sources were accessible via Internet, and (c) professor allowed stu-
dents to use his home and tools. For the market game, fifty percent
(50 percent) of students (10 out of 20 responses) said that the re-
sources were well organized and easily accessible while 45 percent
(nine out of 20 responses) said they were not. One student did not
provide a yes/no answer. Students in the market game commented
that although the resources were accessible via the Internet, they
were not well organized, difficult to learn from, and not sufficient to
complete the project. However they did acknowledge that the grad-
uate assistant was very helpful and accessible.
10) Adequate assistance from faculty: This question did not re-
quire a numeric rating. Seventy four percent (74 percent) of student
responses (55 out of 74) indicated that they had adequate assistance
from faculty for the land sailer project compared to 60 percent (12
out of 20 responses) for the market game. The primary reason pro-
vided by students supporting the adequacy of faculty assistance for
the land sailer project was that the professor offered his help, home,
and tools. The primary reason provided by students supporting the
adequacy of assistance for the market game was the availability of
the graduate assistant.
11) Project relatedness to engineering: This question did not re-
quire a numeric rating. Ninety five percent (95 percent) of students
thought that the land sailer project was related to engineering (70
out of 74 responses) and 80 percent of students thought that the
market game was related to engineering (16 out of 20 responses).
Reasons provided by students as to why the land sailer project was
related to engineering included: (a) representation of the engineer-
ing production process, such as building a product like a boat, in-
cluding design, manufacturing, testing, etc., (b) project manage-
ment, including time and resource management, and (c) the project
provided an example of engineering field/teams. Reasons provided
by students as to why the market game was related to engineering
included: (a) teamwork, (b) problem-solving, (c) relatedness to
computer engineering, and (d) use of strategy.
The above analyses indicated that students perceived the market
game as (a) more challenging and more complex than the land sailer
project; (b) that it required more creativity than the land sailer pro-
ject; and (c) that it strongly required the use of problem solving
strategies, knowledge above and beyond what was taught in the
course, and extensive knowledge of design elements and content. In
terms of real world usefulness, students perceived both projects as
having real world usefulness. Although the overall mean rating on
this question was slightly higher for the land sailer project (7.7 vs.
6.9), 25 percent of student responses for the market game did not
160 Journal of Engineering Education April 2006
provide a rating (compared to 15 percent for the land sailer project).
However, these students did indicate in their written explanations
that the market game had real world usefulness. In terms of related-
ness to engineering, students perceived the land sailer project as
more related to engineering practice than the market game. This re-
sult was expected given the classic design-and-build nature of the
land sailer project and students perceptions that engineering is pri-
marily a technical field of study. Lastly, the qualitative analysis also
indicated that the resources for the market game were not as ade-
quate and effectively organized as they were for the land sailer pro-
ject, and that faculty assistance was not as adequate as it was for the
land sailer project.
VI. DISCUSSION
The results of this exploratory study revealed that students’ over-
all perceptions of the engineering profession improved as a result of
their educational experience in Engineering 107 as measured by the
Perceptions of Engineering Survey. This finding is consistent with
prior research that has shown that attitudes of engineering students
towards the engineering profession improve in programs or courses
that have implemented hands-on design-and-build projects or cap-
stone courses as well as innovative teaching approaches such as peer
mentoring programs and other integrated learning experiences [4,
13, 17].
Interestingly, the results of this study revealed that students’ per-
ceptions of technical engineering skills did not change. Although
both the land sailer project and the market game can be described as
innovative or hands-on approaches compared to a traditional engi-
neering curriculum in which the first year of study consists only of
fundamental or prerequisite math and science courses, both of these
projects exposed students to the technical dimension of engineer-
ing. In fact, in a freshman engineering survey administered to fresh-
man engineering classes at two campuses where a peer mentoring
program was initiated in place of a large freshman engineering sem-
inar at one campus, and an integrated freshman engineering
program in which traditional courses were taught in a just-in-time
educational approach at the other campus, the results revealed that
students’ perceptions of engineering as being a “precise” science
(i.e., a purely technical field) did not significantly change after the
first year [4]. The results of this study align with these findings. In
addition, when students were asked in this study why they chose
engineering as a major, 60 percent indicated that they were attracted
to the technical dimension of engineering, specifically, interest in
design, electronics, computers, technology, problem solving, and
building things. These expectations were met because both projects,
the market game and the land sailer, exposed students to many if
not all of these technical elements. Therefore, students’ expecta-
tions of the technical dimension of engineering aligned with their
experiences, especially for those participating in the land sailer pro-
ject, resulted in no significant change.
The results of this study also revealed that students’ perceptions
of entrepreneurship skills improved overall. Entrepreneurship skills
were defined in this study as the combination of business manage-
ment and professional skills. Business management skills included
tasks such as managing a project, preparing budgets, allocating re-
sources, and meeting client expectations, among others. Professional
skills included tasks such as working in a team environment,
resolving conflicts, communicating effectively, keeping promises, or-
ganizing and maintaining information, understanding how to nego-
tiate, and understanding professional and ethical responsibilities,
among others. Arguably, the teamwork nature of both the land sailer
project and the market game partially explains the finding that stu-
dents’ perceptions of entrepreneurship skills improved overall. One
of ABET’s EC2000 criteria for the contemporary engineer includes
fostering students ability to function on multi-disciplinary teams and
to communicate effectively. The land sailer project emphasized these
criteria by dividing the three main teams into discipline specific
teams (Systems Engineering, Design, Manufacturing, and Test and
Evaluation) requiring interdisciplinary activities and communica-
tion. The market game also required students to work in teams, al-
though not multi-disciplinary, but certainly requiring students’ ap-
plication of both professional and business management skills.
More importantly however, students’ perceptions of professional
skills significantly improved for those who participated in the mar-
ket game. Students found the market game more challenging and
more complex than the land sailer project and that it required more
creativity, extensive use of problem solving strategies, knowledge
above and beyond what was taught in the course, and extensive
knowledge of design elements and content. Based on the final pro-
ject evaluations of the market game, all the teams completed a suc-
cessful design review before starting implementations; however,
only two of the five teams were able to post a working entry into the
games. The qualitative data suggested that students had difficulty
with three problems: (1) computer programming was new to most
of them; (2) Java programming was known by few, and those who
knew Java had not encountered programs of this complexity; and
(3) the partial program skeleton distributed early was too sketchy
for most to comprehend, and the full skeleton was distributed too
late to be helpful. Although we provided extensive web materials,
program templates, and high-availability teaching assistance, this
was not enough to overcome these difficulties. Students complained
that the resources for the project were not adequate and that faculty
assistance was not adequate.
These findings suggest that students had to rely heavily on their
professional skills to get the job done including leadership skills, ef-
fective communication, creative thinking, patience, asking for help,
assessing their own competency, and defining learning goals to in-
crease competency. In contrast, students who participated in the
land sailer project reported that they had adequate resources and
faculty assistance, and that the project was of modest complexity
and challenge. In addition, the teams for the land sailer project were
larger and more structured in terms of the specific activities and
goals that had to be accomplished. Lastly, the land sailer project was
a classic design-and-build project that had been implemented suc-
cessfully in this class several times.
In conclusion, future versions of the market game will need to
provide more structure, coaching, and scaffolding to assist the teams
in achieving the business management component of the project.
For the first several weeks about 25 percent of class time should be
devoted to interpreting the specifications and teaching Java. The
travel agent skeleton needs to be better documented and more de-
tailed instructions are needed for each milestone. This way students
can feel confident about the technical aspect of the IT design layer of
the market game and turn their attention to the higher level of the
market game which required students to engage in business manage-
ment skills, including: (a) creating an initial project plan with many
April 2006 Journal of Engineering Education 161
of the elements of a business plan and getting it capitalized, (b) pre-
senting the prototype and business plan for IPO capitalization, (c)
marketing the business plan to potential customers, and (d) assessing
market valuation of the company after IPO.
A few words about student demographics are in order. In our
School, 19 percent of the students are female and the mean age of our
students is 23.7 years old. We are aware that the results of our study
could have been influenced somewhat by the fact that the group who
opted for the market game project was self-selected as opposed to
randomly picked. The main reason for self selection was to try to have
as many students as possible in the market game project with the
proper background in programming to reduce breakdowns.
VII. CONCLUSION
Engineering curricula have often exclusively emphasized the
technical dimension of the engineering profession. However,
industry is demanding “well educated engineers with skills that are
beyond those technical” from universities [22, p. 738]. In addition,
engineering programs are experiencing a high rate of attrition, par-
ticularly at the freshman level. Among the primary reasons cited for
this attrition are “students’ perceived lack of relevance of much of
their coursework” and “students lack of understanding of an engi-
neering career” [1, 20, 23]. The purpose of this study was to exam-
ine the extent to which these reasons are characteristic of students in
Engineering 107, and to provide a more holistic and contemporary
view of the engineering profession by exposing students to the en-
trepreneurial dimension of engineering. Many engineering pro-
grams have recently added entrepreneurial experiences to their cur-
ricula, particularly technology-based entrepreneurship experiences
that include starting and running a technology business [16]. The
market game introduced in this study is an example of a technolo-
gy-based entrepreneurship designed to address engineering prob-
lems in a societal context. Although the market game was successful
in exposing students to professional skills, a component of engi-
neering entrepreneurship, both students and faculty faced many
challenges.
Gonzalez-Rubio, Thibault, and Beaulieu [11] suggest that pro-
jects based on an integrated approach whose purpose is to simultane-
ously develop design and technological entrepreneurship skills in en-
gineering students should foster “a high level of interaction between
the faculty responsible for the technical aspects of the projects and
those responsible for the business aspects—and the same for the stu-
dent members of each team,” and that the success of such projects
depends on “the existence of students’ prior knowledge of basic prin-
ciples of engineering economics” (p. 15). Given these suggestions
and the novelty of engineering entrepreneurship, more research is
needed to effectively implement projects that integrate technical and
entrepreneurship tasks in freshman courses and to examine whether
such projects can assist freshmen in better understanding and choos-
ing their majors in order to reduce attrition and attract more students
to the engineering major, especially women and minorities.
ACKNOWLEDGMENTS
This work was supported in part by the National Science Foun-
dation under grant number EEC-0080379. The authors would also
like to thank their co-PIs on the project, Peter J. Denning and
Bernd-Peter Paris.
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AUTHORS’ BIOGRAPHIES
Nada Dabbagh is associate professor of Instructional Design and
Technology (IDT) at the College of Education and Human Devel-
opment at George Mason University (GMU). She received a Ph.D.
in Instructional Systems from the Pennsylvania State University in
1996. Dr. Dabbagh’s research explores the cognitive consequences
of authentic learning tasks with the goal of understanding the cog-
nitive and design characteristics of task structuring as the basis for
effective pedagogical designs. Recent achievements include a book
titled Online Learning: Concepts, Strategies, and Application, and the
development of protocols and rubrics for structuring, facilitating,
and assessing asynchronous online discussions that have been
adopted nationally and internationally in higher education, K-12,
and corporate training contexts. In 2003, Dr. Dabbagh received the
Teaching Excellence Award from GMU.
Address: 4085 University Drive, Mail Stop 5D6, Fairfax, Virginia
22030; telephone: (�1) 703.993.4430; e-mail: [email protected].
Daniel A. Menascé is the associate dean for Research and Grad-
uate Studies and a professor of Computer Science at The Volgenau
School of Information Technology and Engineering at George
Mason University. He received a Ph.D. in Computer Science from
UCLA in 1978. Menascé is a Fellow of the Association for Com-
puting Machinery (ACM) and a Senior Member of the IEEE. He
is an associate editor of the Electronic Commerce Research and
Applications journal from Elsevier Science, a member of the Edito-
rial Board of IEEE Internet Computing, and an Associate Editor
of ACM’s Transactions on the Web (TWEB). Menascé has pub-
lished over 175 technical papers and was the chief author of five
books. He received he Teaching Excellence Award from GMU in
2000 and the Outstanding Teaching Award from The Volgenau
School of IT and Engineering in 1999.
Address: 4400 University Drive, Mail Stop 4A5, Fairfax, Virginia
22030; telephone: (�1) 703.993.1499; e-mail: [email protected].
April 2006 Journal of Engineering Education 163
APPENDIX
Perceptions of Engineering Survey
The three subscales in this survey were as follows:
1. Engineering related (technical skills) (ER).
2. Professional skills (PS).
3. Business management skills (BM).
Students were asked to rate each of these tasks (items) on a scale
of 1–5 (where 1 is strongly disagree SD and 5 is strongly agree SA)
based on their understanding of the importance of the task to the
practice of engineering.
An engineer should be able to:
1. Develop a Gantt chart for a project. -ER
2. Write a business plan. -BM
3. Prepare a budget for a project. -BM
4. Prepare requirements for a project. -ER
5. Develop a quality control plan. -ER
6. Perform quality control. -ER
7. Develop hardware or software. -ER
8. Test hardware or software. -ER
9. Build a hardware prototype. -ER
10. Present business plans to customers, managers or share-
holders of a company. -BM
11. Present business plans to venture capitalists. -BM
12. Write technical documentation. -ER
13. Write sales brochures of technical products. -BM
14. Prepare a budget for the production costs of a product. -BM
15. Analyze the capacity of an IT infrastructure. -ER
16. Manage a team of technical people. -BM
17. Prepare a marketing campaign. -BM
18. Work in a team environment. -PS
19. Analyze satellite images. -ER
20. Write software that analyzes satellite images. -ER
21. Manage the schedule of a project. -BM
22. Meet with customers of a company to evaluate their needs.
-BM
23. Design and conduct experiments to validate prototypes and
ideas. -ER
24. Design an IT infrastructure to support a Web site. -ER
25. Use Web search engines. -PS
26. Resolve conflicts among people on the team. -PS
27. Track the schedule of a software development project. -BM
28. Incorporate cultural aspects into the design of a technical
product. -ER
29. Compare competing designs. -ER
30. Allocate resources for a project. -BM
31. Manage time. -BM
32. Manage personnel. -BM
33. Acquire and evaluate information. -PS
34. Comply with legal requirements. -ER
35. Organize and maintain information. -PS
36. Interpret and communicate information. -PS
37. Understand how to function as a member of a team. -PS
38. Understand how to serve clients and customers. -BM
39. Propose a new direction (vision) for your company. -BM
40. Propose a new company. -BM
41. Propose a new product. -ER
42. Exercise leadership. -PS
43. Understand how to negotiate to arrive at a decision. -PS
44. Work with a diverse audience. -PS
45. Understand environmental, social, political, economic, and
business systems. -PS
46. Monitor and correct system performance. -ER
47. Improve and design systems. -ER
48. Understand engineering as a field and as a career. -PS
49. Understand global and society issues. -PS
50. Design and conduct experiments. -ER
51. Analyze and interpret data. -ER
52. Design a system, component, or process to meet desired
needs. -ER
53. Function on multi-disciplinary teams. -PS
54. Identify, formulate, and solve engineering problems. -ER
55. Understand professional and ethical responsibility. -PS
56. Communicate effectively. -PS
57. Understand the impact of engineering solutions in a global
and societal context. -PS
58. Use techniques, skills, and modern engineering tools neces-
sary for engineering practice. -ER
59. Ask a teammate for help. -PS
60. Make a commitment only when you are competent. -PS
61. Formulate a proposal for a potential customer. -BM
62. Build trust by keeping promises. -BM
63. Track your promises with a database or spreadsheet. -BM
64. Learn a customer’s history. -BM
65. Discover a customer’s concerns and interests. -BM
66. Observe a customer’s practices. -BM
67. Formulate a value proposition and offer. -BM
68. Involve customers in the design and implementation
process. -BM
69. Organize a market survey. -BM
70. Organize a focus group. -BM
71. Maintain records of your personal commitments. -PS
72. Maintain records of team commitments. -BM
73. Allocate time and resources to each commitment. -BM
74. Estimate your capacity honestly and adjusting load to
match. -BM
75. Make and manage delegations. -BM
76. Cancel requests when needed. -BM
77. Revoke promises when needed. -BM
78. Help the other party overcome consequences from
cancellations/revocations. -PS
79. Raise “red flags” with the team. -PS
80. Declare the team’s mission. -BM
81. Put together the best team for the mission. -BM
82. Define regular and frequent measurable milestones. -BM
83. Use project management tools to construct a time line. -BM
84. Understand levels of professional competency in your area. -PS
85. Assess your own competency fairly. -PS
86. Define learning goals to increase competency. -PS
87. Find and recruit teachers and mentors. -BM
88. Study for and maintain professional certifications. -PS
89. Read the marketplace for widely held concerns. -PS
90. Follow and interpret trends in the world. -PS
91. Identify innovative practices that would solve known
problems. -ER
92. Build a market offer. -BM
93. Build a business plan. -BM
94. Build a business team. -BM
95. Practice from a clear code of ethics. -PS
164 Journal of Engineering Education April 2006164 Journal of Engineering Education April 2006