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dc.contributor.authorHoughton, Tony
dc.contributor.authorLavicza, Zsolt
dc.contributor.authorDiego Mantecón, José Manuel 
dc.contributor.authorFenyvesi, Kristof
dc.contributor.authorWeinhandl, Robert
dc.contributor.authorRahmadi, Imam Fitri
dc.contributor.otherUniversidad de Cantabriaes_ES
dc.date.accessioned2023-05-03T17:36:06Z
dc.date.available2023-05-03T17:36:06Z
dc.date.issued2022
dc.identifier.issn2014-5349
dc.identifier.issn2013-6374
dc.identifier.urihttps://hdl.handle.net/10902/28702
dc.description.abstractCollaborative problem solving (CPS) has been widely used in both industry and in schools over at least the last twenty years. The Industry Hothousing variant of CPS in its adult format is an intensive, time-constrained workshop based process designed to build mutual trust between customers and industry experts in order to synergically develop creative solutions together. Its potential use in schools raises two important questions: Firstly, what degree of structure and support is required to unleash student creativity and enhance learning - as in industry or does the student need more structured methods including explicitly being taught collaborative problem solving skills? Secondly, is CPS an enrichment activity taking up additional teacher time or is it potentially cross-curricular and thus of wider benefit to teachers and students? The Hothousing CPS process for students is based on an intensive series of workshops based on trust including face-to-face and on-line collaboration supported by a facilitator. It is student-driven and addresses an open-ended challenge such as ? "How do I get my friends to LOVE STEAM?" or ?Design the optimal solution to the city?s traffic problem.? or "How do I raise my friends? interest toward learning?". Three case studies are introduced. From these it was found that student-led intensive collaboration within a trusted framework drives creativity, and is a good opportunity to experience real life challenges. Positive benefits to students and teachers are technology skills development, personal learning and thinking skills (PLTS) and enhanced perception of self and STEAM, and this benefit is cross curricular providing qualitative and efficiency gains.es_ES
dc.description.sponsorshipThis study has received support from the Erasmus+ Programme of the European Union [2020-1-ES01-KA201-082102 (STEAM Education for Teaching Professionalism) Key Action 2].es_ES
dc.format.extent16 p.es_ES
dc.language.isoenges_ES
dc.publisherOmniaSciencees_ES
dc.rightsAttribution-NonCommercial 4.0 Internationales_ES
dc.rights.urihttp://creativecommons.org/licenses/by-nc/4.0/*
dc.sourceJOTSE, 2022, 12(1), 274-289es_ES
dc.subject.otherCollaborative problem solvinges_ES
dc.subject.otherCreativityes_ES
dc.subject.otherHothousinges_ES
dc.subject.otherSTEAMes_ES
dc.titleHothousing: utilising industry collaborative problem solving practices for STEAM in schoolses_ES
dc.typeinfo:eu-repo/semantics/articlees_ES
dc.rights.accessRightsopenAccesses_ES
dc.identifier.DOI10.3926/jotse.1324
dc.type.versionpublishedVersiones_ES


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Attribution-NonCommercial 4.0 InternationalExcepto si se señala otra cosa, la licencia del ítem se describe como Attribution-NonCommercial 4.0 International