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Exploring ideation strategies as an opportunity to support and evaluate making

Exploring ideation strategies as an opportunity to support and evaluate making This paper aims to compare two types of prompts, encouraging participants to think about real-world examples or engineering principles to show how these two approaches can result in vastly different design practices.Design/methodology/approachTwo studies (N = 20, N = 40) examine the impact of two different prompts. Non-expert students, from high school and university, completed a hands-on, engineering design task in pairs. Half were prompted to ideate using real-world examples, while the other half were prompted to ideate using engineering principles. The findings are based on human coding and artifact analyses.FindingsIn both studies, and across multiple measures, students in the principle-based condition performed better than students in the example-based condition.Research limitations/implicationsA seemingly small difference in how students are prompted or encouraged to approach a problem can have a significant impact on their experience. The findings also suggest that leveraging engineering principles, even when those principles are only loosely formed, can be effective even for non-experts. Finally, the findings motivate identifying student reasoning strategies over time as a potential means for assessment in Makerspaces.Practical implicationsEncouraging makers to think about different ways for approaching problems can be an important way to help them succeed. It may also be a useful way to chronicle their learning pathway.Originality/valueTo the author's knowledge, explicitly looking at ideation strategies has not been widely discussed within the Maker community as a way to support learners, or as a way to evaluate learning. http://www.deepdyve.com/assets/images/DeepDyve-Logo-lg.png Information and Learning Science Emerald Publishing

Exploring ideation strategies as an opportunity to support and evaluate making

Information and Learning Science , Volume 122 (3/4): 20 – Jul 16, 2021

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References (42)

Publisher
Emerald Publishing
Copyright
© Emerald Publishing Limited
ISSN
2398-5348
DOI
10.1108/ils-08-2020-0194
Publisher site
See Article on Publisher Site

Abstract

This paper aims to compare two types of prompts, encouraging participants to think about real-world examples or engineering principles to show how these two approaches can result in vastly different design practices.Design/methodology/approachTwo studies (N = 20, N = 40) examine the impact of two different prompts. Non-expert students, from high school and university, completed a hands-on, engineering design task in pairs. Half were prompted to ideate using real-world examples, while the other half were prompted to ideate using engineering principles. The findings are based on human coding and artifact analyses.FindingsIn both studies, and across multiple measures, students in the principle-based condition performed better than students in the example-based condition.Research limitations/implicationsA seemingly small difference in how students are prompted or encouraged to approach a problem can have a significant impact on their experience. The findings also suggest that leveraging engineering principles, even when those principles are only loosely formed, can be effective even for non-experts. Finally, the findings motivate identifying student reasoning strategies over time as a potential means for assessment in Makerspaces.Practical implicationsEncouraging makers to think about different ways for approaching problems can be an important way to help them succeed. It may also be a useful way to chronicle their learning pathway.Originality/valueTo the author's knowledge, explicitly looking at ideation strategies has not been widely discussed within the Maker community as a way to support learners, or as a way to evaluate learning.

Journal

Information and Learning ScienceEmerald Publishing

Published: Jul 16, 2021

Keywords: Problem solving; Collaborative learning; Assessment; Constructionism; Engineering design; Design process

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