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1.
This study was designed to explore the effects of problem-based learning (PBL) strategies on the attitudes of female senior high school students toward integrated knowledge learning in science, technology, engineering, and mathematics (STEM). Content analysis and focus group methods were adopted as the research processes. Data and information about the STEM internet platform, an attitude scale and the contents of interviews were also collected for analysis. The subjects were 10th grade students at a girls’ senior high school who volunteered to organize teams for a Solar Electric Trolley Contest. A total of 40 students were grouped into 18 teams. The results of the study indicate: (1) that PBL strategies can be helpful in enhancing students’ attitudes toward STEM learning and the exploration of future career choices; (2) that the PBL teaching strategy helped to lead students step by step toward completing the contest’s mission and to experience the meaning of integrated STEM knowledge; (3) that not only that students can actively apply engineering and science knowledge, but also that students tend to gain more solid science and mathematics knowledge through STEM learning in PBL; and (4) that PBL can enhance students’ abilities and provide them experiences related to knowledge integration and application. Therefore, it is recommended that the curriculum at the girls’ senior high school include more content related to specialty subjects to enhance their technological capabilities. In addition, a learning mechanism should be offered to aid advisers or teachers in strengthening students’ integrated and systematic knowledge about STEM.  相似文献   

2.
The purpose of the study was to explore a learning behavioral model of project-based learning (PBL) for senior high school students in the context of STEM (science, technology, engineering, and mathematics). Using “audio speakers” as the project theme, a series of tasks were designed to be solved using STEM knowledge via an online platform and student group discussions. A total of 84 volunteer students from a senior high school and a vocational school in Pingtung, Taiwan, were divided into 21 groups. Text analysis and questionnaire survey were administered. Data sources were the participants’ information collected via the STEM online platform and the questionnaire survey regarding STEM in PBL. The findings of the study are as follows: (1) the learning behavioral model for STEM in PBL showed a positive influence on students’ behavior in the form of cognition and behavioral intentions. In addition, cognition and behavioral intentions were positively influenced by attitude. The overall model fit was positive and could effectively explain senior high school and vocational school students’ learning behavior as related to STEM in PBL; (2) according to the results of the analysis of STEM from the online platform, students displayed a positive attitude, attained integrated conceptual and procedural knowledge, and demonstrated active behavioral intentions through STEM in PBL. In addition, the students’ creative and organized project outcomes revealed the effects of their behavior.  相似文献   

3.
The purpose of this study is to analyze the structure of industrial high school students’ self-concepts. The survey was conducted on 1,040 industrial high school students in Japan. A factor analysis was carried out, and five factors were identified: F1, attitude toward self-discipline; F2, attitude toward career development; F3, attitude toward professional skill development; F4, attitude toward social values; F5, attitude toward self-monitoring. It is suggested that the structure of students’ self-concepts in industrial high school includes these five components. The results of an ANOVA test showed that, there were significant differences among students of the three different grades for F1, F2, and F3. The mean scores for F1 and F2 became higher for older students, while the mean scores for F3 went down for older students. The results also showed a problem in that as the school year increases, the consciousness of professional development is reduced.  相似文献   

4.
In this article we report assessment results from two studies in an ongoing design experiment intended to provide a single school system with a sequence of secondary school level (ages 14–18) computer technology courses. In our first study, we share data on students’ learning as a function of the required introductory course and their pre-course history of technological experience. In order to go beyond traditional assessments of learning we assessed two aspects of students’ “learning ecologies”: their use of a variety of learning resources and the extent to which they share their knowledge about technology with others. In our second study we present patterns of course taking by male and female students who have almost completed their secondary schooling. In addition, we share case studies of students who elected to take more technology classes and leveraged their course experiences for internships, further education, and jobs. The quantitative and qualitative data are consistent with our hypothesis that students would become more technologically fluent and that their learning ecologies would diversify as a result of their project-based experiences.  相似文献   

5.
The purpose of this study is to investigate student attitudes towards and perceptions of using the Internet and information technology to mediate a design studio course and to propose guidelines and suggestions for developing Internet-mediated design studio courses. Two classes of third-year undergraduate industrial design students in two collaborating universities in Taiwan—Chang Gung University and National Yunlin University of Science and Technology—participated in an experimental design studio course mediated with an online design learning environment. Surveys and focus group interviews were conducted at the end of the course to record students’ attitudes and perceptions. The students thought that the approach used had a positive influence on design teaching and learning and expressed acceptance of using the Internet to support design education. Finally, suggestions were proposed to help design educators in adopting, modifying, and developing systems for using the Internet to mediate design studio courses.  相似文献   

6.
The present research investigated and studied students’ representations about daily life technologies, in a prospect of studying technology in Greek primary education. In the research participated 60 Greek primary school students aged 9 to 12 years old. Research data were collected through semi-structured, personal, clinical-type interviews. Each interview investigated student’s conceptions and views about the following thematic areas: the concept of technology, daily life technologies, technological change, and the impact of technology use in everyday life. Data analysis revealed that the majority of students equated technology with modern tools and appliances, especially with computers, TV, mobile phones, satellites and other micro- and macro-technologies, whereas experience based technologies (de Vries, Technology education: Beyond the “technology is applied science” paradigm. J. Technol. Edu. 8 (1996), 7) have been hardly recognized by them as technology. Also students’ representations can be categorized either as technology-oriented representations, which focus on a collection of technical means without reference to humans, or as human-oriented representations, focused on technical means with substantial reference to human needs and activities. Depending on these types of representations, students seem to conceive differently the nature of the problems, which they recognize that the wide use of technology causes mainly to the environment and the responsibility of the user for these problems. Moreover, it seems that the concept of technological change is a quite difficult one for the students. In order to help students form adequate representations about daily life technology and technological change an appropriate teaching approach was designed on the basis of these students’ representations.  相似文献   

7.
To measure attitudes toward environmental issues, interior design students responded to a four-part survey: demographics, ecology, sustainability, and comments. The ecology section was composed of modifications of questions from the New Ecological Paradigm Scale (Dunlap et al. Journal of Environmental Education, 9:10–19, 2000). The researchers composed the items in the sustainable section to reflect perceptions related to the use of sustainable products and solutions in interior design scenarios. Although the ecology and sustainability survey results exhibited great variability, responses to individual items mostly averaged towards the more pro-environmental and pro-sustainability sides of the scales. While average scores on the ecology section of the survey showed the respondents as a group to be moderately pro-environmental, most items revealed a considerable amount of undecided ratings and quite a few students who perceived the environment to be somewhat invincible. The data also indicated a discrepancy between what students think they know (sustainability section) and what the students actually reveal in their open-ended answers (comments section). The survey results imply that educators, who themselves are likely to be pro-environment, cannot merely assume that their students share the same values and attitudes. Beginning instruction with explanations and examples of sustainable methods and products will not be sufficient to communicate the delicate balance between Human use of resources and Nature’s ability to replenish. Design educators need to set the stage for sustainability rather than just assume that students will embrace the concept. Hopefully, more research studies will inspire others to evaluate their own students’ feelings about the environment.  相似文献   

8.
Architectural design is a knowledge-intensive activity; however, students frequently lack sufficient knowledge when they practice design. Collaborative learning can supplement the students’ insufficient expertise. Successful collaborative learning relies on knowledge sharing between students. This implies that the peers are a considerable design knowledge source for the students. However, students are involved in grade competition. Students may not be willing to share because knowledge is a critical resource for students’ performance. The web technology has been used to facilitate knowledge exchange among students; nevertheless, the convenience of technology may tempt free riding behavior and impede the development of a knowledge sharing culture. The purpose of this exploratory study is to probe whether the peers and a web forum are the students’ primary knowledge source by investigating students’ knowledge sources during the design process. The results demonstrated that (1) studio-mates were a primary design knowledge source for the students, (2) the ill-defined nature of design problems may be the main contributing factor encouraging knowledge sharing behavior, (3) the shared web forum was not a primary knowledge source for the students and did not have a significant influence on the knowledge sharing culture, and (4) we can estimate the knowledge sharing culture in a design studio through investigating students’ knowledge sources. Furthermore, several additional findings and implications are elaborated.  相似文献   

9.
10.
The purpose of this study is to explore the effectiveness of 3D simulation technology for enhancing spatial visualization skills in apparel design education and further to suggest an innovative teaching approach using the technology. Apparel design majors in an introductory patternmaking course, at a large Midwestern University in the United States, participated in this study. Three different teaching methods (lecture, 3D simulation instruments, and paper patternmaking) were employed in consecutive instructional phases, within a single day. A short questionnaire devised to assess students’ visualization abilities and overall evaluation on the three different teaching methods was administered to the students after each of the three phases. Overall, students’ abilities to visualize 2D patterns onto a human body were improved by all three teaching methods. The 3D simulation instruments anchored positive effects of training on spatial visualization abilities between lecture and paper patternmaking practices. The results affirm that 3D simulation technology has positive potential as an efficient instructional tool for improving students’ visualization skills in apparel design.  相似文献   

11.
This paper investigates the interactions between design students’ cognitive styles, as measured by Riding’s Cognitive Styles Analysis, and performance in 2D drafting and design tasks in digital media. An empirical research revealed that Imager students outperformed Verbalisers in both drafting and creativity scores. Wholist–Analytic cognitive style dimension was found to be independent from drafting and design performance. The study suggests that examining the cognitive styles of students in Computer Aided Design (CAD) education deserves further attention and may facilitate for improvements in learning processes.  相似文献   

12.
Relatively low participation in the hard sciences (mathematics, science, engineering and technology) has become a concern with respect to the capacity of Australia to meet critical infrastructure projects. This problem has its roots in poor student attitudes towards and perceptions about the study of prerequisite subjects including mathematics and science. Perception formation commences early in students’ education where students have claimed that mathematics was not intrinsically useful and was difficult to understand. With this mind, an intervention was planned and implemented in which technology and design practice was used to integrate the study of mathematics so students could produce and explain a useful artefact. The integrated design project included a focus upon instructional and regulatory discourse. Useful integration tools were developed that facilitated positive cognitive discourses such that students demonstrated a functional understanding of mathematical concepts, reported a broader and more applied understanding of the nature of mathematics and a belief that integration had helped them to make more sense of mathematics.  相似文献   

13.
Knowledge-sharing and resource exchange are the key to the success of collaborative design learning. In an architectural design studio, design knowledge entails learning efforts that need to accumulate and recombine dispersed and complementary pieces of knowledge. In this research, firstly, ‘Knowledge Trading Game’ is proposed to be a way for promoting students’ design knowledge exchange, dissemination and refinement. Twelve students are randomly chosen as experimental participants. And secondly, ‘virtual value’ is used for students to trade their design knowledge. In this game, students buy others’ design knowledge to extend their design problem space; students decrease their design solution space through their sold design knowledge. Finally, ‘protocol analysis’ is adapted as the research methodology to examine the results of implementation. A positive outcome is identified that Knowledge Trading Game encourages collaborative design learning.  相似文献   

14.
The purpose of this study is to investigate student designers’ attitude and choices towards the use of computers and paper sketches when involved in a graphic design process. 65 computer graphic technology undergraduates participated in this research. A mixed method study with survey and in-depth interviews was applied to answer the research questions. This result shows that sketches and computers as design tools help students generate ideas in the early stage of design. Students’ preferences to use sketches or computers differ, since each tool has its own advantages and disadvantages.  相似文献   

15.
The main goals of this study were to look after the technological knowledge construction process by high-school high-achievers, and their ability to design and implement solutions for technological problems. More specifically, we examine the contribution of Project-based-learning (PBL), as pedagogical means for supporting the students’ knowledge acquisition and problem-solving process. The findings show a significant increase in formal knowledge as measured by standardized matriculation exams; an expansion in the scope of technological knowledge acquired and implemented, and in the scope of knowledge resources utilized for the projects; a high level of overall performance as regards to the set of design skills studied; a positive change in attitude towards technology and technological studies; the emergence of consistent design styles by individuals and groups along their work in the projects.  相似文献   

16.
Collaborative problem-solving skills are one of the key competencies required in the twenty-first century. In this study, researchers attempted to compare the effectiveness of web-based collaborative problem-solving systems (wCPSS) and classroom-based collaborative hands-on learning activities (cCHLA) in the development of collaborative problem-solving skills in junior high school students who were learning science, technology, engineering, and mathematics (STEM)-related subjects. A quasi-experimental, nonequivalent pretest–posttest control group design was employed, and 241 junior high school students were invited to participate in the study. According to the results, a wCPSS-supported environment with teacher guidance was found to be more effective than either a wCPSS-supported environment without teacher guidance or a cCHLA-facilitated environment in developing students’ collaborative problem-solving skills in STEM fields. The study suggested that a web-based collaborative problem-solving system with teacher guidance can be used in developing junior high students’ collaborative problem-solving skills in STEM education.  相似文献   

17.
One objective of Design & Technology (D&T) is to enable students to be inventive in designing practical solutions to problems. D&T is viewed as being successful when students can demonstrate the ability to recognize problems, undertake inquiries by themselves, and contribute ideas accordingly. This article will discuss a study which investigated an alternative approach to assessing students’ design performances. In the study, a new item format was designed and a new criterion framework of assessment based on Biggs’ SOLO Taxonomy was developed. The evidence from this study indicates strong face validity for the new approach which maps closely to the goals and purposes of learning D&T. This revised version was published online in July 2006 with corrections to the Cover Date.  相似文献   

18.
Nowadays, computer aided design (CAD) is widely used by designers. Would children learn to draw more easily and more efficiently if they were taught with computerised tools? To answer this question, we made an experiment designed to compare two methods for children to do the same drawing: the classical ‘pen and paper’ method and a CAD method. We asked two groups of 14 children to draw a geometrical figure: the Rey-Osterrieth Complex Figure (ROCF). The first group drew it with a pen on a sheet of paper (‘paper’ group) and the second on a computer screen with CAD software (‘computer’ group). Two drawing conditions were studied: ‘Copying’ the figure and drawing from memory. Results showed that the ‘computer’ group was better at copying the figure but that both groups performed equally well when the figure was drawn from memory. These preliminary results suggest that using a CAD tool could help children while they copy a model, but that it does not improve their ability to draw the same figure using their own, internal model.  相似文献   

19.
There is a current vacillation in choosing hand or computer for design presentation in academia. Although the computer emerged as very powerful alternative presentation medium, it could not sweep away the hand totally. Believing that this vacillation cannot only be due to the positive and negative aspects of both media, we worked with a group of students in a design curriculum to observe the factors that affect their choice of medium for presenting design ideas. The students were required to use both media for the same task, subsequently their satisfaction and evaluation were examined through a questionnaire. Students acknowledged the positive aspects of both media, rather than accumulating on one side. Findings led us to concur that the constant oscillation of architecture between art and science penetrates down to the individual choice of presentation medium. We assert that the warmness of hand is not deserted as it contemplates the artistic essence, while the digital perfection of the computers flirt with science. The ever-attended, age-old question of architecture’s being art and/or science occupies the architectural agenda at various levels. Both the polarizations and the reconciliations have theoretical, practical and educational consequences. This paper locates itself within this context and proposes a new framework for analyzing the impacts of this oscillation in design presentation, concluding that the future of presentation in education points to the coexistence of both media.  相似文献   

20.
There is a lack of evidence that examines, together, the triad of how teachers in elementary/primary schools are translating curriculum requirements for teaching design, within technology frameworks, in their classrooms, how their students then proceed with design, and how ’school situated design’ relates to ’workplace design’. This paper explores the relationships between designerly thinking and behaviours situated in classrooms and in the workplace, beliefs about how designing is learned in schools and in the ’real world’, and children’s, teachers’ and designers’ understanding of design. These are be illustrated by extracts from interviews with teachers, children and designers and evidence of designing in classrooms and in the workplace. Similarities and differences between evidence from ’school situated design’ and ’workplace design’ and from Canada and the United Kingdom (UK) are discussed. This revised version was published online in July 2006 with corrections to the Cover Date.  相似文献   

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