From Problem-Solving Paradigm to Co-Ontogenic Drift: How Do Learning Narratives Self-Generate?

Leonardo ◽  
2011 ◽  
Vol 44 (2) ◽  
pp. 133-138
Author(s):  
Johann van der Merwe ◽  
Julia Brewis

It is now an accepted maxim in design theory and practice that real-world problems needing the attention of design practitioners are not neat and well-structured, but ill-structured and “wicked”—part of a larger, complex social situation. For design education, then, to take its lead from contemporary social, political and economic structures, it will have to seriously re-think its problem-solving paradigms. The authors investigate the use of self-generating learning narratives in the classroom and contrast the approach they introduce with the still-too-prevalent notion that knowledge can be transferred from teacher to student. Their methodology draws from ideas formulated by Maturana and Varela on autopoiesis, specifically the notion of co-ontogenic drift.

1999 ◽  
Vol 5 (7) ◽  
pp. 390-394
Author(s):  
Robyn Silbey

In An Agenda for Action, the NCTM asserted that problem solving must be at the heart of school mathematics (1980). Almost ten years later, the NCTM's Curriculum and Evaluation Standards for School Mathematics (1989) stated that the development of each student's ability to solve problems is essential if he or she is to be a productive citizen. The Standards assumed that the mathematics curriculum would emphasize applications of mathematics. If mathematics is to be viewed as a practical, useful subject, students must understand that it can be applied to various real-world problems, since most mathematical ideas arise from the everyday world. Furthermore, the mathematics curriculum should include a broad range of content and an interrelation of that content.


2020 ◽  
Vol 12 (16) ◽  
pp. 6334
Author(s):  
Hsiu Ching Laura Hsieh

International and Taiwanese research has suggested that education for sustainable development (ESD) requires interdisciplinary research and teaching. There is a lack of sustainable art and design courses in the field of humanities. We have learned that design students have neither a concern for the surrounding environment nor the ability to resolve social issues when teaching design. This study is intended to integrate sustainable development issues into design courses and apply design to resolve issues so that students can develop the ability to think creatively and solve environmental sustainability issues. This study aimed to examine the effectiveness of integrating sustainable development issues into “Game Design Theory and Practice” design course and to construct a model of “design course on environmental sustainability.” This study applied the action research method and incorporated the PBL (problem-based learning) and ADDIE (analysis, design, development, implementation, evaluation) modes. Ultimately, based on the results of course planning and implementation, we proposed the model of “design course on environmental sustainability,” with priorities given to: (1) The introduction of environmental sustainability issues; (2) the introduction of design methods by teachers; (3) the promotion of students’ participation in design thinking and discussion; (4) students’ adjustments to the design according to players’ feedback; and (5) interaction and communication between different characters. The results demonstrated that the integration of sustainable development issues into the planning and implementation of the “Game Design Theory and Practice” design course had positive effects. Game design could be used as a method and tool to encourage students and players to assume sustainable citizenship and to generate a concern for sustainable development in interesting game contexts. These findings can contribute to the future development of design education at colleges and universities.


2015 ◽  
Vol 31 (1) ◽  
pp. 71-90 ◽  
Author(s):  
Anne L. Christensen ◽  
Angela M. Woodland

ABSTRACT The Accounting Education Change Commission (AECC 1990, 309) states accounting students “should identify and solve unstructured problems that require the use of multiple information sources. Learning by doing should be emphasized.” The Pathways Commission (2012) also emphasizes the importance of exposing students to complex, real-world problems. Volunteer Income Tax Assistance (VITA) participation is an experiential learning opportunity with real-world problems and real clients in a professional setting. Using survey data obtained from students at seven U.S. universities, we test whether students who participate in VITA programs have greater professionalism as measured by problem-solving skills and professional commitment. Our results generally indicate participation in VITA programs is positively and significantly associated with problem-solving skills, but not with commitment to the profession. We do not find strong evidence that the association between VITA participation and problem solving differs significantly between traditional (age 25 and under) and nontraditional students (over age 25) or that the association differs significantly for students who intend to pursue tax careers and those who do not. Our study contributes to the extant literature on the effectiveness of experiential learning, to our understanding of attributes of professionalism in students, and to the specific benefits of the VITA program.


Author(s):  
Luciano Mescia ◽  
Pietro Bia ◽  
Diego Caratelli ◽  
Johan Gielis

The chapter will describe the potential of the swarm intelligence and in particular quantum PSO-based algorithm, to solve complicated electromagnetic problems. This task is accomplished through addressing the design and analysis challenges of some key real-world problems. A detailed definition of the conventional PSO and its quantum-inspired version are presented and compared in terms of accuracy and computational burden. Some theoretical discussions concerning the convergence issues and a sensitivity analysis on the parameters influencing the stochastic process are reported.


Author(s):  
Harvey R. Brock ◽  
Sridhar S. Condoor ◽  
Christian P. Burger

Abstract With the recent increased concern about the design and problem solving needs of U.S. industry, and academia’s inability to address them, there has arisen a desire to incorporate open-ended problems in engineering education. In the initial stages most, if not all, real-world engineering problems are ill-defined, and have several acceptable solutions, i.e. they are open ended. Yet, our students get very little practice in finding solutions for this type of problem. Correcting this weakness in engineering curricula is hampered by misconceptions about, and inexperience with, these types of problems. As a consequence, educators often attempt to modify typical well defined example problems by expanding their scope, but still taking care to insure that the solution domains are closely circumscribed and well defined. The goal of this paper is to illustrate the main features of open-ended problems and their utility in design education. Such problems are characterized by incomplete or inconsistent information, no evident solution strategy, non-unique solutions, and often poorly understood goals. A real-world open ended design problem will be contrasted with its’ typical engineering education counterpart. This paper attempts to provide the necessary insights to aid in the formulation and selection of effective open ended problems for use in engineering education.


Author(s):  
Monica Prasad

Problem-solving sociology attempts to use the traditions of sociological research to solve real-world problems, and uses the attempt to grapple with real-world problems as a way to reformulate understandings of society and renew or reinvent those traditions. This book provides advice for how to turn an interest in solving major social problems into research projects that begin to do so. The book provides suggested methods and tools, models of successful problem-solving research conducted by established scholars as well as by undergraduate and graduate students, defenses against some common objections, and an exploration of where this kind of work fits in contemporary sociology.


IDEA JOURNAL ◽  
1969 ◽  
pp. 107-115
Author(s):  
Tiiu Poldma

The teaching and learning of interior design processes are collaborative exercises situated in experience in the phenomenological sense. Researchers interested in evolving interior design philosophies need to understand the underlying values inherent in existing theories and the contradictions that occur when these theories oppose actual interior design processes as they are taught and explored in the studio environment. This paper is organised along three streams. First, the rationale situates the dichotomies that currently exist in design theory production and pedagogy. Second, the study methodology and data analysis are described. Finally, consideration is given to how design pedagogies could be restructured in light of these findings and how theory and practice can be viewed as symbiotic parts of a whole rather than as theoretical opposites.


Author(s):  
Georgios Bampasidis ◽  
Apostolia Galani ◽  
George Koutromanos

The aim of this study was to explore the development of pre-service primary school teachers' STEM skills with Raspberry Pi activities. Data were collected from 16 pre-service teachers through semi-constructed interviews, reports, and a questionnaire. The results of the qualitative analysis showed that the participants developed the STEM skills mentioned in the literature such as confidence, computing, problem-solving, creativity, technological skills, and enhanced the learning potential of robotics. Moreover, the ready-to-use Python codes on Raspberry Pi platform could be an effective strategy for pre-service teachers with lack of programming to provide solutions on real-world problems. In addition, the participants successfully connected the Raspberry Pi, sensor kits, and Python scripts with real-world problems. This equipment motivated them to transpose a real-world problem to school knowledge. According to the results the combination of Raspberry Pi, sensors, and Python helped the participants upskill in computing.


2021 ◽  
pp. 1-30
Author(s):  
Monica Prasad

This chapter introduces problem-solving sociology and addresses three practices within the discipline that make it difficult. Problem-solving sociology is scholarship that attempts to use the traditions of sociological research to solve real-world problems, and uses the attempt to grapple with real-world problems as a way to reformulate understandings of society and renew or reinvent those traditions. It may be difficult for students because they are expected to produce theory (the theory/practice issue), because they are hesitant to name social problems (the resistibility/solidarity dilemma), and because they often end up simply describing problems rather than attempting to solve them (the traps of description).


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