0000000001003351

AUTHOR

Jose-manuel Diego-mantecon

0000-0002-4427-2724

showing 2 related works from this author

Hothousing: Utilising industry collaborative problem-solving practices for STEAM in schools

2022

Collaborative 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 …

vuorovaikutusoppiminenProblem-based learningTeam learning approach in educationideointiAprenentatge -- Treball en equipyhteistyöEducationtyöpajatCreativityComputingMilieux_COMPUTERSANDEDUCATIONluovuusInterdisciplinarietat en l'ensenyamentAprenentatge basat en problemesSTEAMongelmalähtöinen oppiminenyhteisöllisyysCollaborative problem solving:Ensenyament i aprenentatge::Metodologies docents::Aprenentatge basat en problemes i projectes [Àrees temàtiques de la UPC]osaamisen kehittäminen:Ensenyament i aprenentatge::Metodologies docents::Aprenentatge cooperatiu [Àrees temàtiques de la UPC]kehittäminenHothousingopetusluottamusInterdisciplinary approach in educationongelmanratkaisumotivointi
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KIKS Creativity and Technology for All

2019

Abstract To help meet an educational and societal requirement for all students to enjoy, have confidence and ability in creativity and technology, the “Kids Inspiring Kids in STEAM” (KIKS) EU project adopted an intensive Hothousing process challenging students in Finland, Spain, Hungary and the United Kingdom to engage in collaborative problem solving to develop solutions to: “How would you get your schoolmates to LOVE STEAM?” The project provided a process and technology toolkit for students, including those with special educational needs, to achieve their solutions. A completion rate of 90% suggested that all schools and students could cope with and enjoy the process and associated techno…

Technologyoppiminenmedia_common.quotation_subjecttaideGeneralLiterature_MISCELLANEOUS050105 experimental psychologyEducationCreativitymenetelmättekniikka (tieteet)luovuusDevelopmental and Educational PsychologyMathematics educationComputingMilieux_COMPUTERSANDEDUCATION0501 psychology and cognitive sciencesmedia_commonSTEAMInclusionmatematiikka05 social sciences050301 educationtiedeCreativityLData ModelingPsychology0503 educationInclusion (education)Social Sciences (miscellaneous)
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