scholarly journals A Systems Analysis Experiential Case Study: Repeatable Real-World Problem Solving

2010 ◽  
Vol 8 (2) ◽  
pp. 417-422 ◽  
Author(s):  
Priscilla A. Arling ◽  
Cory Deeter ◽  
Heather Eggers
2019 ◽  
Vol 8 ◽  
pp. 238-253
Author(s):  
Aheisibwe Irene ◽  
Denis Kintu

 Artisans trained in Katwe are capable of doing various technical tasks such as to operate, service, repair and fabricate various equipment and tools. In this study, we set out to find out the effective methods used for training. We employed a qualitative approach to collect data, analyze and present findings. The methods commonly used are; practicing through trial and error, observations, mentoring and coaching, discussions, and by real-world problem-solving. Challenges include: high cost of materials, electricity and little time for training. We concluded that the training methods used can be incorporated in the formal curriculum to improve competence.


Author(s):  
Marc J. Stern

This chapter covers systems theories relevant to understanding and working to enhance the resilience of social-ecological systems. Social-ecological systems contain natural resources, users of those resources, and the interactions between each. The theories in the chapter share lessons about how to build effective governance structures for common pool resources, how to facilitate the spread of worthwhile ideas across social networks, and how to promote collaboration for greater collective impacts than any one organization alone could achieve. Each theory is summarized succinctly and followed by guidance on how to apply it to real world problem solving.


2020 ◽  
Author(s):  
David Kelso ◽  
John D. Enderle ◽  
Kristina Ropella

2013 ◽  
pp. 422-432
Author(s):  
Susan E. Gill ◽  
Nanette I. Marcum-Dietrich ◽  
John Fraser

In the 21st century, digital natives, born into a world of omnipresent technology, spend much of their lives online. However, many teachers still see the use of educational technologies as a challenge (e.g., Ertmer, 2005; Li, 2007). The authors propose that the familiarity and ubiquity of these media offer a valuable way to engage students in meaningful learning. In the last decade, the National Science Foundation has invested heavily in bringing technology into the K-12 classroom by funding an array of cyberlearning applications to investigate how they can transform student learning. Model My Watershed is one of those experimental platforms that integrates online learning with an understanding of the physical world within an interdisciplinary framework. This case study documents the development of this application from concept through implementation and beyond. It provides insights into the challenges of application design and deployment for those entering the world of cyberlearning design.


Author(s):  
Caitlin Dippo ◽  
Barry Kudrowitz

Previous studies have found that the first few ideas we think of for a given prompt are likely to be less original than the later ideas. In this study, 460 participants were given the Alternative Uses Test (AUT) where they were asked to list alternative uses for a paperclip, creating a database of 235 unique answers, each having a relative occurrence rate in that pool. It was found that later responses were significantly more novel than early responses and on average the originality of responses exponentially increased with quantity. A closer look at this data reveals that a person is likely to have a lower overall originality score if he or she has more elaborate responses. 89 of these participants were also given the Abbreviated Torrance Test For Adults (ATTA) and the data from both tests was used to study relationships between elaboration, fluency, and originality. The data from the AUT reveals a strong negative correlation between an individual’s average number of words per response and his or her average originality score. It is hypothesized that people who spend more time writing multiple-word responses have less time to generate many different ideas thus hindering their ability to reach the novel ideas. Similarly, the ATTA reveals that after two extraneous details, elaboration on a drawing will negatively impact fluency and originality scores. This is not to say that elaborate ideas cannot be original, but rather that in time-limited situations, elaboration may hinder the production of original ideas. In applying this to real world problem solving and idea generation, it is suggested that people may prevent themselves from finding creative solutions if too much time is spent on discussing the first few suggested ideas from a brainstorming session. It is suggested that a more effective brainstorming session will delay discussion until a significant number of ideas are generated.


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