Creativity is a valuable skill in the electronics industry, but is often overlooked in academic curricula and coursework. Academics can use gamification to integrate innovation and design through hands-on, exploratory project development. This paper proposes a method for using game mechanics to teach electronic design automation and other technical engineering concepts.
At Rochester Institute of Technology, the AdvanceRIT (NSF #1209115) institutional transformation project strives to increase the representation, retention, and advancement of women faculty in STEM, including social and behavioral science (SBS) disciplines. From faculty and staff in the trenches to administrators at all levels, active collaborative engagement in institutional transformation efforts can counter this resistance. This paper outlines critical collaborations that serve as effective tools in promoting positive institutional change.
We will share our experiences in developing and promoting an environment that is safe and conducive to the inclusion of women in technology in academic programs. Our student clubs where students have shown the promise of leadership, also provide participation between males and females and increased inclusion of women in high impact retention activities. The importance of male advocacy and attitude from leadership towards clubs is vital for success.