Toward a Library of Problem-Solving Methods on the Internet

Author(s):  
Alvaro E. Arenas ◽  
Brian M. Matthews
Keyword(s):  
Author(s):  
Zbigniew M. Bzymek

Abstract The world’s technology is developing very rapidly. To anticipate the course and results of such development is a task that is very crucial for the success of many technological undertakings and expansions. Engineering design is the branch of engineering that should predict the results of that rapid development. It should equip society with the tools for directing and controlling that development. It is a complex task that faces big challenges. The main challenge comes from society advancement and from the technology development itself. If the directing and controlling are done right the development would bring many benefits to humanity and would make human life easier and more comfortable. Doing it right however requires increased knowledge of the new features of technology and more skills in its application. In the difficult pandemic situation that knowledge and skills should be even greater because the outbreak of the disease creates additional traps and dangers. These conditions have to be taken under consideration and accepted as normal. The role of engineering design is to predict what harmful elements would be coming from both technological and social sources. The real goal however would be to exceed the expectations and not only neutralize them but change them from harmful into neutral, and then from neutral into friendly and helpful. Such actions follows recommendations of BTIPS (Brief Theory of Inventive Problem Solving) and is outlined in the BTIPS’s module “Prediction”. At the same time the developing civilization brings dangers for humans that were unknown before. These are bacterial and viruses’ attacks that limit personal relations between humans, requires new ways and new elements of communications, especially in internet contacts and in distant learning procedures. The contents of these components should be accurately predicted, well-orchestrated, well designed and precisely described. Recommendations for introducing BTIPS as a tool of engineering education in new situation should be carefully proposed and illustration examples, using new communication tools, should be developed. These should be applied in engineering theoretical courses and in practical applications during the senior design course of study and in industrial practice. This should be precise, clearly anticipating difficulties, pointing possible errors and ways of avoiding them. Teaching examples of problem solving and personal ways of communications between individual students, between groups of students, as well as between students and instructors should be further discussed. The examples of design ideas and problem solutions generated by students in design courses that were described in previous works of the author and his co-workers [1] should be related to pandemic situation. To define and formulate rules of teaching BTIPS in the pandemic situation is the necessity of our times. On every step of our lives we face the challenge of preventing harms and destruction that can be done by the contemporary surrounding world. The preventing actions can be designed by following rules of BTIPS and by apply approach recommended in its modules. The proposal of utilizing BTIPS application examples using the internet as a tool of expression is described in this paper. All of these are pointed out and some recommendations and examples are called. Adding description of corrections to the engineering curriculum is necessary in the new situation. It is an intention of the author to demonstrate a fragment of practical distant lecturing by internet during the IMECE 2020 internet sessions using the internet network and distant support from UConn computer Laboratory in Storrs, CT. Some example solutions of the idea generation are quoted in this paper. The comments coming from author’s teaching experience will be given during the presentation and practical advices for students and instructors will be passed to the audience. This paper is a companion to IMECE 2017-70438 [1]. Some original examples given in the paper 79418 are recommended for following and will be run by internet in pandemic situation of IMECE 2020.


2007 ◽  
Vol 100 (6) ◽  
pp. 402-407
Author(s):  
Jeffrey J. Wanko

Teaching problem solving to today's students requires teachers to be aware of the ways their students may use the internet as both a resource and as a tool for solving problems. In this article, I describe some of my own experiences in teaching problem solving to preservice teachers and how the existence of the internet has affected the ways in which I design and pose problems to my students.


2003 ◽  
Vol 18 (2) ◽  
pp. 34-42 ◽  
Author(s):  
M. Crubezy ◽  
M.A. Musen ◽  
E. Motta ◽  
Wenjin Lu
Keyword(s):  

2015 ◽  
Vol 5 (2) ◽  
pp. 18-38 ◽  
Author(s):  
Ronan Lynch ◽  
Bride Mallon ◽  
Cornelia Connolly

The advent of the Internet has been instrumental in producing new Game Based Learning (GBL) tools where education and games converge. Alternate Reality Games (ARGs) are one such GBL tool. Interactive narrative games that use the Internet as a central communications platform, ARGs challenge players to collaboratively collate a fragmented story. When used for educational purposes, Serious ARGs provide a novel form of GBL that encourages critical thinking, develops problem-solving skills and fosters collaborative learning. However, the pedagogical application of ARGs is still relatively new. This article presents a background to ARGs and Serious ARGs. It also outlines the lessons drawn from Plunkett's Pages, a Serious ARG that focuses on actual historical events. A selection of evaluation criteria, extracted from the reflections of those who played Plunkett's Pages are presented. These criteria are intended to enable novice ARG designers or educators to formatively evaluate an emerging ARG design.


Author(s):  
Steven C. Mills

Today’s students must think critically and analyze and synthesize information so that they can recognize the technical, social, economic, political, and scientific problems of the information age. This chapter describes how the vast resources of the Internet can supply communication tools and information resources that facilitate the application of a robust set of instructional methodologies in the K-12 classroom to address these skills. The development of information literacy skills in today’s classrooms necessitates instructional approaches that address complex sets of learning objectives and focus on rich, multidisciplinary learning. The author maintains that Internet and information technologies provide tools and resources that enable teachers to create powerful learning environments for educating students for the information age using student-centered learning approaches, interactive communication with peers and experts, and collaborative, problem-solving methodologies.


Author(s):  
Thomas Heinrich Musiolik

The internet of things, as well as data from connected devices and other digital technologies, can facilitate seamless customer service, rapid problem-solving, and the more efficient deployment of skilled resources – they can offer unique and emotional brand experiences. This chapter discusses what experiences are, how the promise of experience is made, how to develop an experience interface (ExI), and why it will be in the future critical to the success of brand experiences in the internet of things.


2021 ◽  
pp. 229-236
Author(s):  
Kieron O’Hara

People use familiar networked technologies for coordinating social activities, from games to problem-solving. Such sociotechnical networks have been called social machines, and can be found in healthcare and well-being, crime prevention, transport, citizen science, and in particular during emergencies such as the COVID-19 pandemic. The role of platform(s) as host(s) is key as to how, and how privately, the social machine operates. Social machines can be monetized on the DC Commercial Internet, and monitored on the Beijing Paternal Internet. One means of democratizing the platform is the project to re-decentralize the Internet and Web, to break down the walls of walled gardens and restore decentralization. One such idea, Solid, is described in detail, where people take charge of their personal data, storing it as linked data to increase its utility, but keeping it in personal online datastores (pods) under their control.


1996 ◽  
Vol 3 (4) ◽  
pp. 192-199
Author(s):  
Judith Day Seidel

Aglance at newspaper and magazine headlines reveals how data and statistics shape our views of political, economic, and health-related issues. Massive amounts of manipulate data are also available on the Internet or on CD-ROMs. As the amount of accessible information grows, the ability to organize, synthesize, and analyze data can become as important as the information itself.


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