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The Creative Engineering Design Assessment or CEDA is a newly developed tool to assess creativity specific to engineering design which is vital for innovation. The revised CEDA assesses usefulness in addition to originality. Both originality and usefulness are key constructs in creativity but are primarily essential and emphasized ever more in engineering design. Since the preliminary research was presented to the National Science Foundation, further reliability and validity has been developed and established. The CEDA is different from other general creativity measures as it demonstrates discriminant validity with the Creative Personality Scale, Creative Temperament Scale, and the Cognitive Risk Tolerance Scale, and has demonstrated convergent validity with the Purdue Creativity Test and the Purdue Spatial Visualization Test- Rotations. It focuses on engineering specific measures, measuring engineering creativity and spatial skills. The aim of this book is to disseminate the CEDA tool for use in engineering educational programs, industry, NASA and the military. Creative Engineering Design Assessment (CEDA) Background, Directions, Manual, Scoring Guide and Uses discusses and outlines the need for creativity in our global economy and in engineering design and provides the CEDA tool in effort to achieve this.
Creativity is like an iceberg - the resulting new idea, or novel solution is only 10% of the effort. The other 90% is the complex interplay of thinking skills and strategies, personal and motivational properties that activate these skills and strategies, and the social and organizational factors of the environment that influence the creative process. Creativity in Engineering focuses on the Process, Person, Product, and Place to understand when and why creativity happens in the engineering environment and how it can be further encouraged. Special Features: - Applies findings in creativity research to the engineering arena - Defines engineering creativity and differentiates it from innovation - Discusses personality and motivational factors that impact creativity - Clarifies the role of creativity in the design process - Details the impact of thinking skills and strategies in creativity - Identifies the role the organization and environment plays in encouraging creativity - Discusses the 4P's of Creativity: Person, Product, Process, and Place - Provides tactics and tools that will help users foster creativity in engineering environments - Identifies how creativity results in innovative new solutions to problems - Applies creativity research and knowledge to the engineering space
In science, technology, engineering, and mathematics (STEM) education in pre-college, engineering is not the silent "e" anymore. There is an accelerated interest in teaching engineering in all grade levels. Structured engineering programs are emerging in schools as well as in out-of-school settings. Over the last ten years, the number of states in the US including engineering in their K-12 standards has tripled, and this trend will continue to grow with the adoption of the Next Generation Science Standards. The interest in pre-college engineering education stems from three different motivations. First, from a workforce pipeline or pathway perspective, researchers and practitioners are interested in understanding precursors, influential and motivational factors, and the progression of engineering thinking. Second, from a general societal perspective, technological literacy and understanding of the role of engineering and technology is becoming increasingly important for the general populace, and it is more imperative to foster this understanding from a younger age. Third, from a STEM integration and education perspective, engineering processes are used as a context to teach science and math concepts. This book addresses each of these motivations and the diverse means used to engage with them.Designed to be a source of background and inspiration for researchers and practitioners alike, this volume includes contributions on policy, synthesis studies, and research studies to catalyze and inform current efforts to improve pre-college engineering education. The book explores teacher learning and practices, as well as how student learning occurs in both formal settings, such as classrooms, and informal settings, such as homes and museums. This volume also includes chapters on assessing design and creativity.
This edited book will address creativity and innovation among the two cultures of science and art. Disciplines within science and art include: medicine (neurology), music therapy, art therapy, physics, chemistry, engineering, music, improvisation, education and aesthetics. This book will be the first of its kind to appeal to a broad audience of students, scholars, scientists, professionals, practitioners (physicians, psychologists, counsellors and social workers), musicians, artists, educators and administrators. In order to understand creativity and innovation across fields, the approach is multidisciplinary. While there is overlap across disciplines, unique domain specific traits exist in each field and are also discussed in addition to similarities. This book engages the reader with the comparison of similarities and differences through dialog across disciplines. Authors of each chapter address creativity and innovation from their own distinct perspective. Each chapter is transdisciplinary in approach. These perspectives entail a representation of their field through research, teaching, service and/or practice.
In a broad sense, technology is any modification of the natural world made to fulfill human needs or desires. Although people tend to focus on the most recent technological inventions, technology includes a myriad of devices and systems that profoundly affect everyone in modern society. Technology is pervasive; an informed citizenship needs to know what technology is, how it works, how it is created, how it shapes our society, and how society influences technological development. This understanding depends in large part on an individual level of technological literacy. Tech Tally: Approaches to Assessing Technological Literacy determines the most viable approaches to assessing technological literacy for students, teachers, and out-of-school adults. The book examines opportunities and obstacles to developing scientifically valid and broadly applicable assessment instruments for technological literacy in the three target populations. The book offers findings and 12 related recommendations that address five critical areas: instrument development; research on learning; computer-based assessment methods, framework development, and public perceptions of technology. This book will be of special interest to individuals and groups promoting technological literacy in the United States, education and government policy makers in federal and state agencies, as well as the education research community.
What is understanding and how does it differ from knowledge? How can we determine the big ideas worth understanding? Why is understanding an important teaching goal, and how do we know when students have attained it? How can we create a rigorous and engaging curriculum that focuses on understanding and leads to improved student performance in today's high-stakes, standards-based environment? Authors Grant Wiggins and Jay McTighe answer these and many other questions in this second edition of Understanding by Design. Drawing on feedback from thousands of educators around the world who have used the UbD framework since its introduction in 1998, the authors have greatly revised and expanded their original work to guide educators across the K-16 spectrum in the design of curriculum, assessment, and instruction. With an improved UbD Template at its core, the book explains the rationale of backward design and explores in greater depth the meaning of such key ideas as essential questions and transfer tasks. Readers will learn why the familiar coverage- and activity-based approaches to curriculum design fall short, and how a focus on the six facets of understanding can enrich student learning. With an expanded array of practical strategies, tools, and examples from all subject areas, the book demonstrates how the research-based principles of Understanding by Design apply to district frameworks as well as to individual units of curriculum. Combining provocative ideas, thoughtful analysis, and tested approaches, this new edition of Understanding by Design offers teacher-designers a clear path to the creation of curriculum that ensures better learning and a more stimulating experience for students and teachers alike.
A multidisciplinary introduction to engineering design using real-life case studies.Case Studies in Engineering Design provides students and practising engineers with many practical and accessible case studies which are representative of situations engineers face in professional life, and which incorporate a range of engineering disciplines. Different methodologies of approaching engineering design are identified and explained prior to their application in the case studies. The case studies have been chosen from real-life engineering design projects and aim to expose students to a wide variety of design activities and situations, including those that have incomplete, or imperfect, information. This book encourages the student to be innovative, to try new ideas, whilst not losing sight of sound and well-proven engineering practice. - A multidisciplinary introduction to engineering design. - Exposes readers to wide variety of design activities and situations. - Encourages exploration of new ideas using sound and well-proven engineering practice.
Discover practical, step-by-step instructions for accurately and effectively assessing creativity with Essentials of Creativity Assessment, a guide that provides useful information about using solid theoretical and research-based evidence for creativity assessment. Quickly acquire the knowledge and skills you need to effectively assess creativity, a popular measure of cognitive ability correlated with intelligence. Receive an overview of the wide variety of assessments that can be used to gauge creativity, enabling you to select the creativity assessment method that best fits the situations, groups of people, and programs that are involved.
This book constitutes the thoroughly refereed proceedings of the 10th International Conference on Evaluation of Novel Approaches to Software Engineering, ENASE 2015, held in Barcelona, Spain, in April 2015. The 10 full papers presented were carefully reviewed and selected from 74 submissions. The papers reflect a growing effort to increase the dissemination of new results among researchers and professionals related to evaluation of novel approaches to software engineering. By comparing novel approaches with established traditional practices and by evaluating them against software quality criteria, the ENASE conferences advance knowledge and research in software engineering, identify most hopeful trends, and propose new directions for consideration by researchers and practitioners involved in large-scale software development and integration.
Wide aspects of a university education address design: the conceptualization, planning and implementation of man-made artifacts. All areas of engineering, parts of computer science and of course architecture and industrial design all claim to teach design. Yet the education of design tends ot follow tacit practices, without explicit assumptions, goals and processes. This book is premised on the belief that design education based on a cognitive science approach can lead to significant improvements in the effectiveness of university design courses and to the future capabilities of practicing designers. This applies to all professional areas of design. The book grew out of publications and a workshop focusing on design education. This volume attempts to outline a framework upon which new efforts in design education might be based. The book includes chapters dealing with six broad aspects of the study of design education: • Methodologies for undertaking studies of design learning • Longitudinal assessment of design learning • Methods and cases for assessing beginners, experts and special populations • Studies of important component processes • Structure of design knowledge • Design cognition in the classroom