A card-based design tool for supporting design thinking in elementary students

IF 2 3区 工程技术 Q2 EDUCATION & EDUCATIONAL RESEARCH International Journal of Technology and Design Education Pub Date : 2024-07-31 DOI:10.1007/s10798-024-09916-3
Ioannis Arvanitakis, George Palaigeorgiou, Tharrenos Bratitsis
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Abstract

Although educational robotics competitions have become a popular research field in STEAM education, there is a lack of studies concerning the design process that student teams follow to build their solutions. This study aims to propose and evaluate We!Design!ForSTEAM, an approach for supporting design thinking in the context of STEAM and robotics competitions for elementary school students based on a card-based design game. The proposed methodology is derived from participatory design approaches. It is based on 40 design cards, which aim to empower elementary students to empathize with the problem and ideate creatively and efficiently for identifying solutions. It was applied in 6 sessions with the participation of 31 elementary students preparing for an open educational robotics competition. Questionnaires and focus groups were used to gather data from the students who argued that the proposed approach allowed them to explore the problem in an unexpected, creative, and productive way. They managed to identify complex problems and produce innovative solutions utilizing a structured design process with ideation probes. Weaknesses of the framework, primarily focused on time management, were also identified and reported. We suggest that the proposed approach is a first step to creating design thinking methodologies for elementary students in educational robotics and STEAM.

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支持小学生设计思维的卡片式设计工具
尽管教育机器人竞赛已成为 STEAM 教育的热门研究领域,但有关学生团队在构建解决方案时所遵循的设计流程的研究却十分缺乏。本研究旨在提出并评估 "我们!设计!"(We!Design!ForSTEAM)这一方法,该方法以基于卡片的设计游戏为基础,支持小学生在 STEAM 和机器人竞赛中的设计思维。建议的方法源自参与式设计方法。它以 40 张设计卡为基础,旨在增强小学生对问题的共鸣,并创造性地、高效地构思出解决方案。31 名小学生参与了 6 节课,准备参加开放式教育机器人竞赛。问卷调查和焦点小组被用来收集学生们的数据,他们认为所提出的方法让他们能够以一种意想不到、富有创造性和富有成效的方式来探索问题。他们成功地发现了复杂的问题,并利用结构化的设计流程和构思探针提出了创新的解决方案。他们还指出并报告了该框架的不足之处,主要集中在时间管理方面。我们建议,所提出的方法是在教育机器人和 STEAM 领域为小学生创建设计思维方法的第一步。
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来源期刊
CiteScore
5.30
自引率
19.00%
发文量
61
审稿时长
>12 weeks
期刊介绍: The International Journal of Technology and Design Education seeks to encourage research and scholarly writing about any aspect of technology and design education. Critical, review, and comparative studies are particularly prominent, as are contributions which draw upon other literatures, such as those derived from historical, philosophical, sociological or psychological studies of technology or design, in order to address issues of concern to technology and design education. One of the most significant developments of recent years has been the emergence of technology and design education as an integral part of general education in many parts of the world. Its distinctive curriculum features are technological literacy and capability and it highlights the importance of `knowledge in action'', of `doing'' as well as `understanding''.
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