玩具设计经验:提高学生的动力和成绩在最后一年的主题

A. Lantada, P. Morgado, J. L. M. Sanz, J. M. Muñoz-Guijosa, J. E. Otero
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引用次数: 3

摘要

近年来,教育游戏逐渐被视为提高高等教育教学活动的一种非常有效的工具。在工程教育中使用这种基于游戏的方法可以提高学生未来专业发展的一些实践和沟通技能。同时,这也极大地激发了学生的积极性,使他们更加了解自己的能力和学习过程。本文详细介绍了在“塑料制品的发展”这一主题中,运用基于游戏的方法来提高学生的成绩和动机。主动学习策略包括分配给学生小组不同的玩具开发任务,以便他们能够应用所学的设计概念并在公共场合展示他们的成果。因此,它希望促进一系列在工商界日益受到重视的能力,如团队合作、创造力和沟通技巧。结果与前几年的经验进行了比较,与传统产品的开发有关。结果表明,开展“玩具-设计”专题体验活动,提高了学生的满意度、积极性和学习效果。最后,以学生的意见为基础,对今后的改进提出了一些建议。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Toy design experience: Improving students' motivation and results in a final year subject
In recent years educational gaming has been progressively perceived as a very effective tool for improving teaching-learning activities in higher education. The use of such play-based methodologies for engineering education can promote several practical and communication skills of great value for students' future professional development. At the same time it greatly helps to motivate students and make them more aware of their own capabilities and the learning process. This paper details the application of a play-based methodology for improving students' results and motivation in the subject “Development of Plastic Products”. The active learning strategy consists in assigning student groups different toy development tasks, so that they can apply the design concepts learned and present their results in public. It is thereby hoped to promote a set of abilities that are ever increasingly valued in the industrial and business world, such as teamwork, creativity and communications skills. Results have been compared with experiences from previous years, linked to the development of conventional products. The results show that carrying out a monographic experience on “Toy - Design” has promoted students' satisfaction, motivation and results. Some ideas for future improvements, mainly based on students' opinions, are also discussed.
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