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Record W4240530549 · doi:10.4018/9781599043371.ch005

Creativity and Ingenuity, Design, and Problem Solving

2011· book-chapter· en· W4240530549 on OpenAlexaff
Stephan Petrina

Bibliographic record

VenueIGI Global eBooks · 2011
Typebook-chapter
Languageen
FieldComputer Science
TopicDigital literacy in education
Canadian institutionsUniversity of British Columbia
Fundersnot available
KeywordsIngenuityCreativityCreative problem-solvingFeelingComputer scienceManagement scienceMathematics educationEngineering ethicsPsychologyEngineeringEpistemologySocial psychology

Abstract

fetched live from OpenAlex

One of the most used and abused approaches to technology studies in the schools is creative design and technological problem-solving. Current research suggests that it is not clear what students learn, if anything, in many creative design and technological problem-solving activities. Recalling the previous chapters, it is not enough to merely involve students in activities and problems. Emotions, knowledge, and skills must be articulated, organized, and demonstrated. Inferences from mistakes and successes must be drawn. Procedures must be practiced. One of the reasons that creative design and technological problem-solving activities are often without adequate results is that technology teachers tend to take creativity, design and problem- solving for granted. We assume that creativity, design, and problem-solving are automatic components of what we practice in technology studies. However, little is automatic in education. There is more to design and problem-solving than learning methods and resolving technical problems. In this chapter, current research is brought to bear on creative design, ingenuity, and technological problem-solving. In technology studies, one of our missions is to demystify the processes and products of design and technology. It is not enough to merely teach students to express their creativity, design or solve problems. We use the processes of creative design and problem-solving to disclose self-knowledge and feelings as well as the cultural and material conditions of subsistence, work, and home life. It is relatively easy to say this is the case. What remains is for us to describe how technology teachers can derive knowledge and feelings from technologies. How does doing lead to knowing? This chapter explains eleven methods of disclosive analysis for teachers to use with their students to demystify the processes and products of design and technology. The chapter concludes with an explanation of design briefs, an essential tool for engaging students in design and problem-solving.Request access from your librarian to read this chapter's full text.

Fetched live from OpenAlex and de-inverted. Abstracts are not stored in this database: the inverted indexes are 8.6 GB of the frame’s 9.3 GB of text, and the host has 13 GB free.

How this classification was reachedexpand

Full frame distilled prediction

Teacher imitation

Not calibrated prevalence, not ground truth. Human validation pending. Learned from the 10,348 direct Codex labels and 10,348 direct Gemma labels. Candidate is the union of thresholded teacher heads; consensus is their intersection. These outputs are machine_predicted_unvalidated and are not human labels or direct frontier model labels.

metaresearch head score (Codex)0.000
metaresearch head score (Gemma)0.000
Version: codex-gemma-dda1882f352aValidation status: machine_predicted_unvalidated
Candidate categoriesMeta-epidemiology (narrow)
Consensus categoriesnone
DomainCandidate signal: none · Consensus signal: none
Study designCandidate signal: Theoretical or conceptual · Consensus signal: Theoretical or conceptual
GenreCandidate signal: Other · Consensus signal: none
Teacher disagreement score0.815
Threshold uncertainty score1.000

Codex and Gemma teacher scores by category

CategoryCodexGemma
Metaresearch0.0000.000
Meta-epidemiology (narrow)0.0000.000
Meta-epidemiology (broad)0.0000.000
Bibliometrics0.0000.000
Science and technology studies0.0000.000
Scholarly communication0.0010.000
Open science0.0000.001
Research integrity0.0000.000
Insufficient payload (model declined to judge)0.0000.000

Machine scores (provisional)

The two teacher heads of the student model, read on this work. A score orders the frame for review; it never asserts a category, and the validation status ships verbatim with every row.

Baseline scores from an immature model (maturity gate not passed, 7 training rounds). Scores rank; they never assert a category.

Opus teacher head0.032
GPT teacher head0.254
Teacher spread0.222 · how far apart the two teachers sit on this one work
Validation statusscore_only:v0-immature-baseline · verbatim from the scoring run: score_only means the number may rank works, and no category label ships from it

Classification

machine, unvalidated

Machine predicted; a candidate call from one teacher head, not a consensus.

Study designTheoretical or conceptual
Domainnot available
GenreOther

How this classification was reached, model by model and score by score, is at the end of the page under "How this classification was reached".

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Citations0
Published2011
Admission routes1
Has abstractyes

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