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Assessing the Effectiveness of Shah's Innovation Metrics for Measuring Innovative Design within a Virtual Design Space

机译:评估SHAH创新指标在虚拟设计空间中测量创新设计的效力

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Epistemic games, such as the virtual engineering internship Nephrotex, allow students to explore creative ways to approaching engineering problems while providing a novel alternative to the direct transmission method of instruction. Within Nephrotex, students choose a polymer, manufacturing process, surfactant, and percentage of carbon nanotube to create a functioning kidney dialysis membrane prototype. The performance of the membrane is measured using cost, flux, blood cell reactivity, marketability, and reliability thresholds given by stakeholders within the fictitious company. Although Nephrotex has been shown to be a valuable educational tool for modeling the product design process, only limited work has been done to investigate whether it is capable of providing an environment that allows students to generate innovative designs. The innovation assessment framework of Shah and colleagues employs four metrics of innovation - novelty, variety, quality, and quantity; novelty is further divided into a priori and a posteriori metrics. This work found that a priori and a posteriori novelty, variety, and quality were applicable metrics of innovation in the epistemic game environment of Nephrotex. Literature ranges for a priori and a posteriori novelty scores aligned with those found in this study. Comparing prior work on Nephrotex that identified innovative student designs based on a proposed literature definition, it was found that the Shah metrics between the innovative and non-innovative groups showed little variation and no statistically significant differences. A t test and a Mann-Whitney U test showed no significant difference between innovative and non-innovative groups with regard to variety or novelty scores; however, these tests did show a significant difference between groups with regards to the quality score. The same results were found when calculating Cohen's Effect Size - a priori novelty, a posteriori novelty, and variety had a small effect when comparisons were made between the innovative and non-innovative groups while quality had a large effect. The significant difference and large effect in regards to quality however, may be the result of the previous literature definition which employed quality as a measure to define innovation. Results from this study demonstrate that novelty is perhaps the most aligned innovation metric for an epistemic game environment and that both variety and quality can be helpful in understanding the designs generated within these contexts although they may need adjustment based on the application to a constrained design space.
机译:认知游戏,如虚拟工程实习Nephrotex,允许学生探索接近工程问题的创造性方式,同时提供直接传输方法的新替代。在Nephrotex中,学生选择聚合物,制造工艺,表面活性剂和碳纳米管的百分比,以产生功能性的肾透析膜原型。使用虚构公司内利益相关者提供的成本,助焊剂,血细胞反应性,可销售性和可靠性阈值来测量膜的性能。虽然已被证明是尼弗罗特克是一个有价值的教育工具,用于建模产品设计过程,但只有有限的工作来调查它是否能够提供允许学生产生创新设计的环境。 Shah及其同事的创新评估框架雇用了四个创新度量 - 新奇,品种,品质和数量;新奇是进一步分为先验和后验指标。这项工作发现,先验和后验新颖性,品种和质量是尼弗罗特克的认知游戏环境中的适用指标。文学范围的先验和后验新颖性分数与本研究中的那些对齐。比较关于尼弗罗特的事先工作,以确定基于拟议文学定义的创新学生设计,发现创新和非创新组之间的Shah指标显示出几乎没有变化和无统计学意义的差异。 T试验和Mann-Whitney U测试在品种或新颖性分数方面表现出创新和非创新团体之间没有显着差异;然而,这些测试确实在质量分数方面表现出群体之间存在显着差异。在计算科恩的效果大小时发现了相同的结果 - 当在创新和非创新群体之间进行比较时,在效果很大的情况下进行比较时,Priorie新颖性,后卓新颖,繁体的效果存在较小的效果。然而,质量的显着差异和大量效果可能是先前文学定义的结果,这些定义就业的质量作为定义创新的措施。本研究的结果表明,新颖性可能是认知游戏环境最对的创新度量,并且各种和质量都可以有助于了解在这些上下文中生成的设计,尽管它们可能需要基于应用程序对受限设计空间进行调整。

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