scholarly journals Development of Technological Problem Solving Model in Technology Education

2004 ◽  
Vol 7 (2) ◽  
pp. 361-383
Author(s):  
Yu-Hyun Choi
2016 ◽  
Vol 15 (1) ◽  
pp. 48-57
Author(s):  
Hyuksoo Kwon ◽  
Eunsang Lee ◽  
Dongkuk Lee

This study aims to synthesize the research findings on the effects of K-12 invention education regarding creativity, attitudes toward invention, attitudes toward science, and tendency for technological problem solving in South Korea. Meta-analyses were conducted by calculating the effect size of 37 studies, including theses and journal papers associated with the implementation of invention education, published in South Korea. The overall effect size was medium (0.694), and invention education was found to have an effect on education. The effect sizes determined by the dependent variables and the categorical variables indicated that invention education had a positive impact. In other words, invention programs have helped improve K-12 students’ creativity, attitudes toward science, and tendency for technological problem solving. However, the number of program sessions and participants in invention programs did not have an impact on the benefits of invention education. Considering the effects of invention education on the students’ perspectives, this study could be helpful to both K-12 educational researchers and practitioners in the fields of science and technology education. Further studies are needed to develop the concrete instructional strategies of invention education for K-12 science and technology classrooms. Key words: invention education, meta-analysis, science education, South Korea, technology education.


2014 ◽  
Vol 51 (6) ◽  
pp. 636-646 ◽  
Author(s):  
Dennis J. Simon ◽  
Tracy K. Cruise ◽  
Brenda J. Huber ◽  
Mark E. Swerdlik ◽  
Daniel S. Newman

2019 ◽  
Author(s):  
Amany Annaggar ◽  
Rüdiger Tiemann

<p>The aim of this study is to present how to implement the constructive learning theory and self-determination theory into a video game. This video game is designed as a new kind of teaching tool for chemistry concepts and as an assessment tool for domain-specific problem-solving competence, by applying a problem-solving model and the factors of self-determination theory through game elements. These types of video games are designed not only to have fun and motivate students, but also to help the teachers and educators to assess their students according to their weaknesses and strengths in each particular phase of the competence. Thus, educators could improve their teaching strategy or use the tools to improve weak areas. Based on this idea, we developed ALCHEMIST. ALCHEMIST targeted the 9th-grade students in the German chemistry curriculum. The scientific content is about acids, bases, and indicators, and is designed and based on the problem-solving model to access this competence of the students. The 3D game framework was chosen for this game since it makes the game efficient, interactive and drives it into more virtual reality. The designing process was complicated, as it includes multidisciplinary work across psychology, design, scientific content, development and programming, which makes it challenging. To cover these points, we followed a game design model, adding some steps to cover the educational needs and the aim of the game.</p><p>In order to make the game more effective and interactive, and to drive it into a more virtual world, the 3D game framework was chosen for this game since for this age group a 3D educational game is expected to be more effective (Gunter et al, 2008; Terzidou et al, 2012) . Moreover, the use of avatars in the 3D virtual environment establishes non-verbal communication (NVC) features, which can foster collaboration interactions, and enhance the student’s ability to apply abstract knowledge later in reality (Dede, 1992; Tsiatsos and Terzidou, 2010). The log file provided shows the player points and gameplay path which indicates the performance levels for each problem set. Also, it can help teachers to evaluate each particular phase of problem-solving competence. After the success of the development of our game-based theoretical background, it will be tested and validated by experts in chemistry education. This validation process should examine if the problem-solving model is correctly applied and test the significance of the game design, scientific content and the game’s objective.</p><p>It may also be of interest to develop such video games with scientific content and educational background in other fields. It also would be a success for the scientist to apply the scientific content through a fantasy 3D video game to the students at different ages to have fun, to learn, and to assess their competencies.</p>


2019 ◽  
Vol 4 (4) ◽  
pp. 33
Author(s):  
Riza Elpia Delita ◽  
Rahmadhani Fitri ◽  
Dezi Handayani ◽  
Heffi Alberida

The problem of research at SMPN 34 Padang is the low level of Science Process Skills of students from the results of previous observations by carrying out tests conducted in class VII SMPN 34 Padang, showing the average science process skills of students is less than 50%. This study aims to look at the effect of the Problem Solving Model on Science Process Skills in Grade VIII students of SMPN 34 Padang. In Indonesia science process skills is very minimal, because in the learning process the teacher still tends to use the lecture model and question and answer method, so the science process skills is not given to students. This type of research is quasi-experimental with research design Control Group Postest Only Design. The population in this study were eighth grade students of SMPN 34 Padang in the academic year 2018/2019. The samples from this study were class VIII6 as the experimental class and VIII7 as the control class. The research instrument used to view the science process skills of students is the Observation Sheet for Student Activities observed by the observer. Based on the results of research on the knowledge competencies of students, the tcount 4.96> t table 1.67 The Science Process Skills Activity of students in the experimental class was higher than the control class. The conclusion of the study was that the application of the Problem Solving Model had a positive effect on the Science Process Skills of Grade VIII students of SMPN 34 Padang.


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