创造力
独创性
课程
先天与后天
背景(考古学)
心理学
数字化转型
数学教育
过程(计算)
知识管理
多样性(政治)
教育学
计算机科学
社会学
社会心理学
古生物学
人类学
万维网
生物
操作系统
作者
Lin Lin,Dong Yu-qi,Xingye Chen,Rustam Shadiev,Yingying Ma,Huilun Zhang
标识
DOI:10.1016/j.tsc.2023.101450
摘要
In the context of digital transformation, educators are seeking ways to guide students to become innovative technology designers. However, students often lack innovative problem-solving skills when working with IT, and so new pedagogies are needed to improve IT-related curricula. Design thinking (DT), as a methodology, may offer the potential to meet this need. The present study developed a DT-based framework for the design of IT learning projects. A quasi-experiment was conducted in a junior middle school, employing both qualitative and quantitative analysis methods to explore the impact of DT on learning outcomes and mechanisms that explain the observed changes in student performance. The findings demonstrate that DT promotes creativity in students’ digital works, especially their value, diversity, and originality. DT also enhances students’ awareness of using IT to address daily challenges and facilitates their basic information knowledge and skills. Regarding the mechanisms, the DT process and tools serve as learning scaffolds and facilitate the creativity of digital work. The Ideate of DT generates ideas on what to do and how to do it. Empathize and Define establish a link between digital work and real-life problems. Prototype and Test help students acquire basic information knowledge and skills. This study not only examines the impact of DT on IT education but also explores the mechanisms to explain the observed changes in learning performance. The findings can serve as a guide for educators and researchers to further optimize the teaching of IT courses and nurture innovative talents required in the new era.
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