A Case Study on Problem-Solving Based on a Design Process in a Middle School Invention Class

Author(s):  
Jae-Young Yu
2020 ◽  
Vol 10 (2) ◽  
pp. 97-104
Author(s):  
Mharta Adji Wardana ◽  
Iwan Pranoto

Computational thinking, as proposed by Seymour Papert in 1980, is the idea where the interaction between a student and computer can become a mental model, assisting the learning process. This idea becomes well known as constructivism. Thus, Papert believes that the computer presence or even the thinking of computer interaction may help the student think and learn better. It is more general than the present widely accepted perception of computational thinking, where it focuses on the utilization of computers in problem-solving only. This case study aims to describe how students can learn computational thinking through traditional curriculum and unplugged setting in this pandemic situation. Three middle school students participated in a concrete math lesson design in middle school lesson on linear function topic. The result indicates that…. 


2021 ◽  
Vol 74 (74) ◽  
Author(s):  
Patrizia Marti ◽  
Flavio Lampus ◽  
Annamaria Recupero ◽  
Lorenzo Franchi ◽  
Cecilia Goracci ◽  
...  

Design Thinking is a human-centred approach to problem solving and innovation that exploits design theories and methods to solve ill-defined problems. Recently it has been a popular subject of real-life applications in research and industrial endeavours for its original way to combine creative and analytical thinking, what is desirable from a human viewpoint with what is technologically feasible. This paper focuses on the application of Design Thinking in paediatric orthodontics. Through the analysis of a design case study, the paper picks up the threads of the challenges of devising a facemask for maxillary malocclusion. The case study shows how a Design Thinking mindset can make a holistic and creative approach flourishing, bringing together different competences at any stage of the design process. The methods of design allowed to translate the different languages of the stakeholders into a single narrative where the people’s journeys are clearly depicted, monitored, and supported.


Author(s):  
Catarina LELIS

The brand is a powerful representational and identification-led asset that can be used to engage staff in creative, sustainable and developmental activities. Being a brand the result of, foremost, a design exercise, it is fair to suppose that it can be a relevant resource for the advancement of design literacy within organisational contexts. The main objective of this paper was to test and validate an interaction structure for an informed co-design process on visual brand artefacts. To carry on the empirical study, a university was chosen as case study as these contexts are generally rich in employee diversity. A non-functional prototype was designed, and walkthroughs were performed in five focus groups held with staff. The latter evidenced a need/wish to engage with basic design principles and high willingness to participate in the creation of brand design artefacts, mostly with the purposeof increasing its consistent use and innovate in its representation possibilities, whilst augmenting the brand’s socially responsible values.


Author(s):  
Camilo POTOCNJAK-OXMAN

Stir was a crowd-voted grants platform aimed at supporting creative youth in the early stages of an entrepreneurial journey. Developed through an in-depth, collaborative design process, between 2015 and 2018 it received close to two hundred projects and distributed over fifty grants to emerging creatives and became one of the most impactful programs aimed at increasing entrepreneurial activity in Canberra, Australia. The following case study will provide an overview of the methodology and process used by the design team in conceiving and developing this platform, highlighting how the community’s interests and competencies were embedded in the project itself. The case provides insights for people leading collaborative design processes, with specific emphasis on some of the characteristics on programs targeting creative youth


2019 ◽  
Vol 5 (1) ◽  
pp. 1
Author(s):  
Muhammad Faizal Samat ◽  
Norazlan Annual ◽  
Raznee Atisya Md Rashidi

This article contributes to ongoing debates about soft skills among students. In 2017, the unemployment rate in Malaysia was at 3.42 percent as compared to 2.85 percent in 2014. Education system must aim towards employability and ensure quality in education to reduce the percentage of unemployment. Thus, this study aims to investigate the development of soft skills among students through co-curriculum activities in UiTM Cawangan Kelantan. The sample were 113 students from UiTM Cawangan Kelantan. Questionnaires adapted from previous research to measure the communication skill, problem solving skill, team building skill, leadership skill and soft development of soft skills among students through co-curriculum activities. SEM-PLS 3.0 were employed in this study. The findings revealed only team building skill has significant influence on developments of soft skills among students through co-curriculum activities. However, the study indicates that communication skill, problem solving skill and leadership skill are not significant towards development of soft skills among students through cocurriculum activities.


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