首页> 外文会议>Proceedings of the ASME international design engineering technical conferences and computers and information in engineering conference 2017 >A QUALITATIVE APPROACH TO STUDYING THE INTERPLAY BETWEEN EXPERTISE, CREATIVITY, AND LEARNING IN UNIVERSITY MAKERSPACES
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A QUALITATIVE APPROACH TO STUDYING THE INTERPLAY BETWEEN EXPERTISE, CREATIVITY, AND LEARNING IN UNIVERSITY MAKERSPACES

机译:研究大学专业领域专长,创造力和学习之间相互作用的定性方法

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While students make in makerspaces, they traverse and integrate a variety of skills that create a dynamic relationship between learning processes, creative exploration, and expertise acquisition. We put forth that in order to certify and reveal the value of making, it is necessary to investigate this interplay between learning, creativity, and expertise using qualitative methods. This paper presents a comprehensive literature review and research initiative that demonstrate how to utilize ethnographic approaches to study learning in makerspaces. Specifically, we present initial steps to explore this dynamic relationship with the goal of answering the question What do students learn in universities makerspaces? At present, it is unclear what university students actually learn in university makerspaces, and how learning in makerspaces compares to learning in other hands-on learning opportunities such as competition team projects (e.g., SAE), undergraduate research, or other informal engineering learning environments. This research initiative focuses on two very different makerspaces at two different universities, which creates a unique opportunity for comparison. To study these spaces, we implement observation, participant observation, and interviewing of students, particularly on making. We envision this work as a springboard for further work in understanding makerspaces.
机译:当学生在创客空间中创造时,他们会遍历并整合各种技能,从而在学习过程,创造性探索和专业知识获取之间建立动态关系。我们提出,为了证明和揭示制作的价值,有必要使用定性方法来研究学习,创造力和专业知识之间的这种相互作用。本文提出了一项全面的文献综述和研究计划,该计划证明了如何利用人种学方法来研究创客空间中的学习。具体来说,我们提出了探索这种动态关系的初步步骤,目的是回答以下问题:学生在大学创客空间学到什么?目前,尚不清楚大学生在大学创客空间中实际学习什么,以及在创客空间中的学习与其他动手学习机会(例如竞赛团队项目(例如SAE),本科生研究或其他非正式工程学习环境)中的学习情况相比如何。该研究计划侧重于两所不同大学中两个非常不同的创客空间,这为进行比较创造了独特的机会。为了研究这些空间,我们对学生进行观察,参与者观察和访谈,特别是在制作方面。我们认为这项工作将作为进一步了解Makerspace的跳板。

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