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Invention and Innovation Unit

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Title: Invention and Innovation Unit


1
Invention and InnovationUnit 5
  • Mrs. Mattson
  • Carl Ben Eielson Middle School
  • Fargo, ND

ETP 2006Tanya Mattson This material is based
upon work supported by the National Science
Foundation under Grant No. 0402616. Any opinions,
findings, and conclusions or recommendations
expressed in this material are those of the
author(s) and do not necessarily reflect the view
of the National Science Foundation (NSF).
2
Unit 5 Technological Problem-Solving
  • Information for this presentation was taken from
    the CATTS curriculum Unit 5 and Valley City
    State University Unit 5 readings, unless
    otherwise noted.

3
  • Real life problem solving makes it easier for the
    medicine to go down.

4
Technological Problem-Solving
  • The most authentic way to approach the subject.
  • In the real world, we practice technology by
    solving problems.
  • A problem is a need, desire, or want which must
    be met.
  • Problem solving involves many higher order
    thinking skills that are regarded as crucial for
    success in the information age.

5
17 Mental Processes
  • Defining the Problem or Opportunity Operationally
  • Observing
  • Analyzing
  • Visualizing
  • Computing
  • Communicating
  • Measuring
  • Constructing Models Prototypes
  • Predicting
  • Questioning Hypothesizing
  • Interpreting Data
  • Experimenting
  • Testing
  • Designing
  • Modeling
  • Creating
  • Managing

Hill, 1997
6
Technological or Engineering Design
  • Identify/defining a problem.
  • Define or refine the problem
  • Gather information (internet or other research)
  • Develop alternate solutions (critical first
    idea is rarely the best)
  • Select and refine the best solution
  • Express the design solution (sketch or drawing)
  • Build a Model or Prototype of the solution
  • Evaluate, revise, and refine the solution
  • Communicate the solution

7
Invention and Innovation are creative ways to
solve problems.
  • Engineering design is a major type of
    problem-solving process, but it isnt the only
    one.
  • Technological problem solving can be divided into
    3 categories
  • Design
  • Troubleshooting
  • Technology Assessment
  • Other approaches include
  • Research and Development
  • Experimentation

8
Design
  • A PROACTIVE problem solving
  • It is the first step in making a product or
    system.
  • It includes not only the original concept, but
    also the research, experimentation, and
    development necessary to prepare the product for
    manufacturing.
  • It would include invention and innovation.

9
Design
  • Can refer to how something is made (designed)
  • It can deal with design principles (rules
    regarding rhythm, balance, proportion, emphasis,
    etc.)
  • It can refer to drawing or sketching (a designed
    set of house plans)
  • It can refer to a problem-solving approach

10
Design is a creative planning process that leads
to useful products and systems.
  • The design process is
  • A systematic problem-solving process with
    criteria and constraints,
  • Used to develop many possible solutions to solve
    a problem or satisfy human needs and wants
  • To narrow down the possible solutions to one
    final choice.

11
Troubleshooting
  • A REACTIVE problem solving and involves a
    recognition of technical solutions to problems in
    existing technology.
  • Used to identify the cause of a malfunction in a
    technological system.
  • Often requires specialized knowledge, including
    how the system works, parts of the system and how
    they work, how to use specialized machines and
    tools, etc.
  • Could lead to innovation.

12
Technology Assessment
  • The ability to critically analyze the impacts of
    technological solutions in order to predict
    possible outcomes and choose the most appropriate
    solution to a problem.

13
Research Development (R D)
  • A specific problem-solving approach that is used
    extensively in business and industry to prepare
    devices and systems for the marketplace.
  • Is the practical application of scientific and
    engineering knowledge for discovering new
    knowledge about products, processes, and services
    and then applying that knowledge to create new
    and improved products, processes, and services
    that fill market needs.

14
Experimentation
  • A test is typically done under controlled
    conditions to test an educated guess (hypothesis)
    about something.
  • It is a systematic process that also involves
    tinkering, observing, tweaking, testing, and
    documentation.
  • In Science, a very popular approach is the
    scientific method.

15
Scientific Method
  • Basic steps of the scientific method
  • Step 1 Make observations
  • Step 2 Form a hypothesis
  • Step 3 Make a prediction
  • Step 4 Perform an experiment
  • Step 5 Analyze the results of the experiment
  • Step 6 Draw a conclusion
  • Step 7 Report your results

16
A Design Brief
  • Must accomplish 5 things
  • Identify a realistic problem.
  • Make sure the design brief has a purpose.
  • Include specific contexts and not vague ideas.
  • Must be open-ended with a variety of correct
    solutions.
  • Expected results should be clearly identified.

17
  • Context putting the students in a real problem
    solving situation and allowing them to practice
    technology by coming up with a solution.
  • Different solutions should be allowed.
  • Detailed instructions and template have defeated
    the purpose of the activity because the students
    have been denied the opportunity to do real
    problem-solving.

18
Specific items that should be contained in the
design brief
  • Topic or title
  • Description of the situation.
  • Description of the need or the problem to be
    solved.
  • What must be accomplished? What are the
    objectives?
  • Criteria. This describes the details of the
    solution, what requirements should be met, etc.

19
  • Constraints. Sometimes combined with the Criteria
    section and simply called requirements.
  • Resources.
  • Evaluation or Testing. Provides guidelines to
    help students determine if their solution solves
    the problem and meets the criteria.
  • Assessment. Describes how students will be
    assessed on what theyve learned.
  • Description of findings and conclusions. Students
    summarize what theyve learned and accomplished.

20
Brainstorming
  • A method for developing creative solutions to
    problems.
  • It works by focusing on a problem, and then
    coming up with as many as solutions as possible
    and by pushing the ideas as far as possible.

21
Roles of Brainstorming
  • Leader Often the teacher, but could be a student
    once they are familiar with the process.
  • Recorder Makes sure all the ideas accurately and
    visibly on a flip chart, whiteboard, projector,
    etc. They may need an assistant.
  • Team Member(s) The source of ideas.

22
Tips for successful Brainstorming
  • There is no criticism of ideas
  • The object is to expose as many solutions as
    possible and break down preconceptions about the
    limitations of the problem.
  • The leader initially defines and introduces the
    problem to be solved with any criteria that must
    be met, and then keeps the session on course. He
    or she should encourage an enthusiastic,
    uncritical attitude among brainstormers and
    encourage participation by all members of the
    group.

23
  • The session should be announced as lasting a
    fixed amount of time.
  • The leader should ensure that no train of thought
    is followed for to long.
  • Leader should try to keep the brainstorming on
    subject and try to steer it towards the
    development of solutions.
  • Brainstormers should be encouraged to have fun
    brainstorming, coming up with as many ideas as
    possible, from solid practical ones to wild
    impractical ones in an environment where
    creativity is welcomed.

24
  • Ideas must not be criticized or evaluated during
    the brainstorming session.
  • Criticism introduces an element of risk for a
    group member in putting forward an idea.
  • This stifles creativity and cripples the free
    running nature of a good brainstorming session.

25
Brainstorming Processing/Evaluating
  • Once they have finished coming up with ideas (the
    time period is over) the process of refinement
    and election begins and complete solutions are
    sought.
  • Similar ideas are combined and duplications are
    eliminated.
  • Appealing criteria should be established before
    each solution is ranked or eliminated. (Each team
    member can assign points, etc.)

26
Summarization of the changes in emphasis of
almost all areas as listed in the ITEA/CATTS
document Teaching Technology Middle School
Strategies for Standards-Based Instruction.
27
Standards Covered
  • 8 Students will develop an understanding of the
    attributes of design
  • 8.E Design is a creative planning process that
    leads to useful products and systems.
  • 8.F There is no perfect design
  • 8.G Requirements for a design are made up of
    criteria and constraints.
  • 9 Students will develop an understanding of
    engineering design.
  • 9.F Design involves a set of steps, which can be
    performed in different sequences and repeated as
    necessary.
  • 9.G Brainstorming is a group problem-solving
    design process in which each person in the group
    presents his or her ideas in an open forum.
  • 9.H Modeling, testing, evaluating, and modifying
    are used to transform ideas into practical
    solutions.
  • 10 Students will develop an understanding of the
    role of troubleshooting, research and
    development, invention and innovation, and
    experimentation in problem-solving.
  • 10.F Troubleshooting is a problem-solving method
    used to identify the cause of a malfunction in a
    technological system.
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