scholarly journals Time-space-direction Extension TRIZ Innovation Model for Product Innovation

Author(s):  
Weizheng Ren ◽  
Kaile Yu

In order to solve the problem that college students are prone to thinking set and direction deviation in the process of innovation practice. TRIZ (Latin abbreviation of "Teoriya Resheniya Izoblatelskikh Zadatch", which means theory of the solution of innovative problems) is extended and matched with the meta conditional features or quantities of the three dimensions of TSD (time, space and direction) of the problem. In this paper, TRIZ-TSD extension problem solving model is proposed to find compatible solutions. TRIZ-TSD extension problem solving model expands the available resources of the original TRIZ analysis tools, strengthens the interaction between the analysis tools, and makes it more suitable for beginners to use in practical innovation. Taking the university student innovation award-winning project "the intelligent wall planting system" as an example, the basic process and practical effect of TRIZ-TSD fusion innovation model in solving specific problems are verified. The basic principle and thinking mode of this method is not only limited to the practice of College Students’ innovation projects, but also has certain reference value for solving problems in other fields.

2011 ◽  
Vol 23 (3) ◽  
pp. 141-148 ◽  
Author(s):  
Hyunyi Cho ◽  
Kari Wilson ◽  
Jounghwa Choi

This study investigated whether and how dimensions of perceived realism of television medical dramas are linked to perceptions of physicians. The three dimensions of perceived realism were considered: plausibility, typicality, and narrative consistency. Data from a survey of college students were examined with confirmatory factor analyses and hierarchical regression analyses. Across the three dramas (ER, Grey’s Anatomy, and House), narrative consistency predicted positive perceptions about physicians. Perceived plausibility and typicality of the medical dramas showed no significant association with perceptions about physicians. These results illustrate the importance of distinguishing different dimensions of perceived realism and the importance of narrative consistency in influencing social beliefs.


2021 ◽  
pp. 106907272110025
Author(s):  
Consuelo Arbona ◽  
Weihua Fan ◽  
Ayoung Phang ◽  
Norma Olvera ◽  
Marcel Dios

Intolerance of uncertainty (IU) refers to the tendency to fear the unknown and to worry excessively about potential future negative outcomes. In the career decision-making process, college students experience uncertainty regarding the future of occupational opportunities and the evolution of their interests and capabilities. Anxiety is a well-established predictor of career indecision. Therefore, this study examined the role of anxiety as a mediator in the relation of IU and rumination to three dimensions of career decision making difficulties among college students ( N = 678). Results of path analyses indicated that as hypothesized, after controlling for age, intolerance of uncertainty was directly and indirectly (though anxiety) related to the three dimensions of career decision making difficulties: lack of readiness, lack of information, and inconsistent information. Results suggested that career choice interventions may be enhanced with a targeted emphasis on coping with the uncertainty involved in career decision making among college students.


1986 ◽  
Vol 59 (3) ◽  
pp. 1135-1138 ◽  
Author(s):  
Penny Armstrong ◽  
Ernest McDaniel

A computerized problem-solving task was employed to study the relationships among problem-solving behaviors and learning styles. College students made choices to find their way home in a simulated “lost in the woods” task and wrote their. reasons at each choice point. Time to read relevant information and time to make decisions were measured by the computer clock. These variables were correlated with learning style variables from Schmeck's (1977) questionnaire. The findings indicated that subjects who perceived themselves as competent learners take more time on the problem-solving task, use more information and make fewer wrong choices.


2020 ◽  
Author(s):  
Angelicque Tucker Blackmon

This is a summative report of three years of data collected to assess the impact of an innovative curriculum on community college students' perceptions of their problem-solving abilities.


2002 ◽  
Vol 25 (2) ◽  
pp. 278-280 ◽  
Author(s):  
Carol A. Smith ◽  
Sharon E. Strand ◽  
Camille J. Bunting

This study investigated the impact of a 15-week outdoor experiential program on the moral reasoning of college students. One hundred and ninety-six university students volunteered to participate in this study, which utilized Rest's (1979) Defining Issues Test (DIT). The DIT investigates how individuals arrive at making decisions, and formulates a “P” (Principled moral reasoning) score for each subject. The groups were found to be homogeneous in moral reasoning at the pretest (outdoor experiential x = 36.07; control x = 33.08; F = 0.05). There was a statistically significant difference on the posttest scores of the outdoor experiential program participants (x = 40.98) in relation to the control group (x = 34.14) (F = 3.84). The results of this study demonstrated that the outdoor experiential program participants were significantly different from the control group at posttest. It is postulated that even though improved moral reasoning was not a stated objective, the outdoor experiential students, through front-loading, reflection, critical thinking, problem solving, and adherence to the full value contract, did enhance their level of moral reasoning. Through the combined modeling of behavior and discussion, changes in behavior can occur. The nature of outdoor experiential programs seems well suited to positively influence moral and ethical reasoning.


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>


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