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BEYOND HANDS-ON-LEARNING - FOSTERING CREATIVITY IN STUDENT COMPETITIVE TEAMS

机译:学习上的超越之手-提高学生竞争团队的创造力

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摘要

Engineering educators and practitioners have suggested that collaborative-competitive team design events promote innovation. These competitions are popular, and they attract sponsors and participants. Beyond being popular, they are believed to provide rich learning opportunities for students. We are currently investigating combining student centered learning to have a more appropriate mix of theory and experience (hands-on activities) to provide a complete experiential learning environment to foster innovation and creativity. In this paper we investigate the theoretical models that can be used to model the Sooner Racing Team (SRT) of University of Oklahoma. Experiential Learning is the foundation to develop the competencies of students engaged in SRT. The SRT is setup as a learning organization and relies on peer-learning to facilitate developing innovation related meta-competencies.
机译:工程教育者和从业者建议,协作竞争的团队设计活动可以促进创新。这些比赛很受欢迎,吸引了赞助商和参与者。除了受欢迎之外,他们还为学生提供了丰富的学习机会。我们目前正在研究以学生为中心的学习方式,以使理论和经验(实践活动)更合适地结合在一起,从而提供一个完整的体验式学习环境,以促进创新和创造力。在本文中,我们研究了可用于对俄克拉荷马大学的Sooner Racing Team(SRT)进行建模的理论模型。体验式学习是发展从事SRT的学生能力的基础。 SRT被设置为一个学习组织,并依靠对等学习来促进发展与创新相关的元能力。

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