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  Subjects -> MANUFACTURING AND TECHNOLOGY (Total: 258 journals)
    - CERAMICS, GLASS AND POTTERY (24 journals)
    - MACHINERY (32 journals)
    - PACKAGING (14 journals)
    - PLASTICS (25 journals)

MANUFACTURING AND TECHNOLOGY (155 journals)                  1 2     

3D Printing and Additive Manufacturing     Full-text available via subscription  
Advanced Technology for Learning     Full-text available via subscription   (Followers: 242)
Advances in Adaptive Data Analysis     Hybrid Journal   (Followers: 5)
Advances in Manufacturing     Hybrid Journal   (Followers: 3)
Advances in Manufacturing Science and Technology     Open Access   (Followers: 5)
American Journal of Applied Sciences     Open Access   (Followers: 27)
American Journal of Nanotechnology     Open Access   (Followers: 6)
Appita Journal: Journal of the Technical Association of the Australian and New Zealand Pulp and Paper Industry     Full-text available via subscription   (Followers: 4)
Applied Ergonomics     Full-text available via subscription   (Followers: 8)
Asia Pacific Biotech News     Hybrid Journal   (Followers: 1)
Asian Journal of Applied Sciences     Open Access   (Followers: 3)
Australian Journal of Learning Difficulties     Hybrid Journal   (Followers: 5)
Australian TAFE Teacher     Full-text available via subscription   (Followers: 1)
Bharatiya Vaigyanik evam Audyogik Anusandhan Patrika (BVAAP)     Open Access  
Biotechnology     Open Access   (Followers: 5)
Biotechnology Progress     Hybrid Journal   (Followers: 21)
Building Service Engineering Research and Technology     Hybrid Journal   (Followers: 4)
Bulletin of Science, Technology & Society     Hybrid Journal   (Followers: 4)
CATTECH     Hybrid Journal   (Followers: 1)
Centaurus     Hybrid Journal   (Followers: 3)
Circuit World     Hybrid Journal   (Followers: 7)
Cold Regions Science and Technology     Hybrid Journal   (Followers: 2)
Comparative Technology Transfer and Society     Full-text available via subscription   (Followers: 1)
Components, Packaging and Manufacturing Technology, IEEE Transactions on     Hybrid Journal   (Followers: 7)
Composites Science and Technology     Hybrid Journal   (Followers: 32)
Comprehensive Therapy     Hybrid Journal   (Followers: 3)
Control Theory and Informatics     Open Access   (Followers: 4)
Cryoletters     Full-text available via subscription   (Followers: 2)
Design Studies     Hybrid Journal   (Followers: 17)
East Asian Science, Technology and Society: An International Journal     Full-text available via subscription   (Followers: 2)
Economics of Innovation and New Technology     Hybrid Journal   (Followers: 7)
Environmental Technology     Hybrid Journal   (Followers: 1)
Fibers     Open Access   (Followers: 6)
Fibers and Polymers     Full-text available via subscription   (Followers: 3)
foresight     Hybrid Journal   (Followers: 6)
FORMakademisk     Open Access  
Futures     Hybrid Journal   (Followers: 9)
Gender, Technology and Development     Hybrid Journal   (Followers: 5)
History and Technology: An International Journal     Hybrid Journal   (Followers: 3)
IEEE Engineering in Medicine and Biology Magazine     Full-text available via subscription   (Followers: 5)
IETE Journal of Research     Open Access   (Followers: 4)
IETE Technical Review     Open Access   (Followers: 1)
Indian Journal of Radio & Space Physics (IJRSP)     Open Access   (Followers: 4)
Informaci√≥n Tecnol√≥gica     Open Access  
Innovation: Management, Policy & Practice     Full-text available via subscription   (Followers: 9)
Innovation: The European Journal of Social Science Research     Hybrid Journal   (Followers: 3)
Innovations : Technology, Governance, Globalization     Hybrid Journal   (Followers: 6)
Integrating Materials and Manufacturing Innovation     Open Access   (Followers: 7)
International Journal for the History of Engineering and Technology , The     Hybrid Journal   (Followers: 4)
International Journal of Advanced Design and Manufacturing Technology     Open Access   (Followers: 5)
International Journal of Automation and Logistics     Hybrid Journal   (Followers: 1)
International Journal of Bifurcation and Chaos     Hybrid Journal   (Followers: 1)
International Journal of Biomedical Nanoscience and Nanotechnology     Hybrid Journal   (Followers: 4)
International Journal of Business and Systems Research     Hybrid Journal   (Followers: 1)
International Journal of CAD/CAM     Open Access  
International Journal of Critical Infrastructure Protection     Hybrid Journal   (Followers: 5)
International Journal of Design     Open Access   (Followers: 11)
International Journal of e-Business Management     Full-text available via subscription   (Followers: 2)
International Journal of Energy Technology and Policy     Hybrid Journal   (Followers: 5)
International Journal of Experimental Design and Process Optimisation     Hybrid Journal   (Followers: 2)
International Journal of Information Acquisition     Hybrid Journal   (Followers: 1)
International Journal of Innovation and Technology Management     Hybrid Journal   (Followers: 6)
International Journal of Innovation Science     Full-text available via subscription   (Followers: 5)
International Journal of Intelligent Transportation Systems Research     Hybrid Journal   (Followers: 5)
International Journal of Law and Information Technology     Hybrid Journal   (Followers: 3)
International Journal of Learning Technology     Hybrid Journal   (Followers: 6)
International Journal of Manufacturing Engineering     Open Access  
International Journal of Manufacturing, Materials, and Mechanical Engineering     Full-text available via subscription   (Followers: 10)
International Journal of Mathematical Education in Science and Technology     Hybrid Journal   (Followers: 6)
International Journal of Nano and Biomaterials     Hybrid Journal   (Followers: 5)
International Journal of Physical Modelling in Geotechnics     Hybrid Journal   (Followers: 3)
International Journal of Planning and Scheduling     Hybrid Journal   (Followers: 1)
International Journal of Production Management and Engineering     Open Access   (Followers: 2)
International Journal of Quality and Innovation     Hybrid Journal   (Followers: 2)
International Journal of Quality Engineering and Technology     Hybrid Journal   (Followers: 2)
International Journal of Service and Computing Oriented Manufacturing     Hybrid Journal   (Followers: 2)
International Journal of Social and Humanistic Computing     Hybrid Journal   (Followers: 3)
International Journal of System of Systems Engineering     Hybrid Journal  
International Journal of Technoentrepreneurship     Hybrid Journal   (Followers: 1)
International Journal of Technological Learning, Innovation and Development     Hybrid Journal   (Followers: 3)
International Journal of Technology and Design Education     Hybrid Journal   (Followers: 9)
International Journal of Technology and Globalisation     Hybrid Journal  
International Journal of Technology Intelligence and Planning     Hybrid Journal   (Followers: 1)
International Journal of Technology Management     Hybrid Journal   (Followers: 1)
International Journal of Technology Marketing     Hybrid Journal   (Followers: 3)
International Journal of Technology Transfer and Commercialisation     Hybrid Journal   (Followers: 1)
International Journal of Technology, Policy and Management     Hybrid Journal  
International Journal of Vehicle Autonomous Systems     Hybrid Journal   (Followers: 1)
International Journal of Vehicle Design     Hybrid Journal   (Followers: 6)
International Wood Products Journal     Hybrid Journal  
ISRN Metallurgy     Open Access   (Followers: 1)
ITL - International Journal of Applied Linguistics     Full-text available via subscription   (Followers: 8)
Journal for Manufacturing Science and Production     Full-text available via subscription   (Followers: 6)
Journal for New Generation Sciences     Full-text available via subscription   (Followers: 3)
Journal of Analytical Science & Technology     Open Access   (Followers: 4)
Journal of Applied Sciences     Open Access   (Followers: 5)
Journal of Control & Instrumentation     Full-text available via subscription   (Followers: 1)
Journal of Control Theory and Applications     Hybrid Journal  
Journal of Design Research     Hybrid Journal   (Followers: 9)
Journal of Engineering and Technology     Open Access   (Followers: 5)

        1 2     

Journal Cover International Journal of Technology and Design Education
   [11 followers]  Follow    
   Hybrid Journal Hybrid journal (It can contain Open Access articles)
     ISSN (Print) 1573-1804 - ISSN (Online) 0957-7572
     Published by Springer-Verlag Homepage  [2209 journals]   [SJR: 0.352]   [H-I: 18]
  • Pupils’ readiness for self-regulated learning in the forethought
           phase of Exploratory Production
    • Abstract: Abstract This article discusses pupils’ readiness for self-regulation in Exploratory Production in Technology Education. In the forethought phase of Exploratory Production, pupils envision and regulate their technological production activities. Next, in the performance phase, the envisioned goals are tried and implemented through ideating, planning and manufacturing. Finally, in the self-regulation phase, the goals are tested with new products in their usage targets. The theoretical framework of self-regulated learning and empirical categorization of the data are based on Zimmerman’s model (Self-regulated learning from teaching to self-reflective practice. The Guilford Press, New York, pp 1–19, 1998, Handbook of self-regulation of learning and performance. Routledge, London, pp 49–64, 2011). The focus of this article is on the forethought phase. The empirical analysis in this article is based on national evaluation data of Finnish compulsory education. The first national evaluation of learning outcomes in Technology Education (taught within the subject Craft) was implemented by the Finnish National Board of Education in spring 2010. The evaluation was carried out as two questionnaires for ninth graders with general (n = 4,792) and advanced (n = 1,548) questions, and a production exercise (n = 661). In this article, the data is analyzed further based on learners’ comprehensions, leisure-time activities and classroom techniques. The article is part of a larger research project that aims to improve the national evaluation data. The results on pupils’ readiness for self-regulation in the forethought phase of Exploratory Production are encouraging. Pupils’ have positive comprehensions of the Craft & Technology (C & T) subject and they find learning useful for their current life and for the future. Learning tasks and producing tasks in the C & T subject could be even more related to pupils’ own technological and functional experiences. More effort should be given to support pupils’ readiness to regulate goals for their own technological production activities.
      PubDate: 2014-05-03
  • Virtual display design and evaluation of clothing: a design process
           support system
    • Abstract: Abstract This paper proposes a new computer-aided educational system for clothing visual merchandising and display. It aims to provide an operating environment that supports the various stages of display design in a user-friendly and intuitive manner. First, this paper provides a brief introduction to current software applications in the field of computer-aided clothing display design. Second, it describes the structure of the process-based clothing display design system (PCDDS) as well as the function and workflow of display design. Finally, a user evaluation was conducted using quantitative and qualitative evaluation methods. The quantitative evaluation was conducted using the responses to a questionnaire on system usability from six instructors and application tests on PCDDS. The qualitative evaluation was conducted by interviewing six instructors and through the students’ experience reports. Evaluation results showed that most of the instructors agreed that the five modules (i.e., storyboard module, model database module, display design module, scene screenshot and animation module, and evaluation module) could help students and instructors to complete the entire display design process from the conceptualization to the evaluation of specific design solutions and to improve teaching quality. Results from the students’ report indicated that the employment of PCDDS in training could give them a better understanding of clothing visual merchandising and display.
      PubDate: 2014-05-01
  • Exploring the (un-) usefulness of mandatory assessment documents in
           primary technology
    • Abstract: Abstract Every student in the Swedish compulsory school system is entitled to information regarding their progress in all school subjects given. In 2008, a mandatory assessment tool, called the individual development plan (IDP) with written assessment, was introduced by the Government. The statutory purpose was to provide teachers with a formative assessment tool to be used mandatory in the follow-up of student’s progress all thru mandatory compulsory school (year 1–9). This study explores the use of the IDP documents in technology education. Authentic documents from different municipalities, different schools and different school years have been studied. In this article findings regarding formal assessment documents and teacher’s formal assessment practice in primary (year 1–6) technology education are presented.
      PubDate: 2014-05-01
  • The study of technology as a field of knowledge in general education:
           historical insights and methodological considerations from a Swedish case
           study, 1842–2010
    • Abstract: Abstract Today, technology education in Sweden is both a high-status and a low-status phenomenon. Positive values such as economic growth, global competitiveness and the sustainability of the welfare state are often coupled with higher engineering education and sometimes even upper secondary education. Negative values, on the other hand, are often associated with primary and lower secondary education in this subject. Within the realm of technology education at such lower levels of schooling in Sweden, different actors have often called for reformed curricula or better teacher training, owing to the allegedly poor state of technology education in schools. Recurring demands for a change in technology education are nothing unique from an historical point of view, however. In fact, the urge to influence teaching and learning in technology is much older than the school subject itself. The aim of this article is to describe and analyse some key patterns in technology education in Swedish elementary and compulsory schools from 1842 to 2010. This study thus deals with how technological content has developed over time in these school forms as well as how different actors in and outside the school have dealt with the broader societal view of what is considered as important knowledge in technology as well as what kind of technology has particular significance. The long period of investigation from 1842 to 2010 as well as a double focus on technology as scattered educational content and a subject called Technology make it possible to identify recurring patterns, which we have divided into three overarching themes: Technological literacy and the democratic potential of technological knowledge, The relationship between school technology and higher forms of technology education and The relationship between technology and science.
      PubDate: 2014-05-01
  • Design and development issues for educational robotics training camps
    • Abstract: Abstract The aim of this study is to explore critical design issues for educational robotics training camps and to describe how these factors should be implemented in the development of such camps. For this purpose, two robotics training camps were organized for elementary school students. The first camp had 30 children attendees, and the second had 22. As a research methodology, a multiple-case design approach was used. Interviews with children and instructors, observations, field notes, and camp evaluation forms were used as data collection methods. The data were analyzed by qualitative data analysis techniques and categorized into themes: instruction, group issues, competition, coaching, technical issues, challenges, and camp duration. Prominent findings indicate that instruction strategies for a robotics camp should be designed from simple to complex. The most effective and enjoyable part of the camps were the project studies, which should be highly encouraged. Robotics training camps should provide children a chance to practice what they have learned in school. Group size should allow for every child in the group to have tasks assigned at all times.
      PubDate: 2014-05-01
  • A case study on collective cognition and operation in team-based computer
           game design by middle-school children
    • Abstract: Abstract This case study examined team-based computer-game design efforts by children with diverse abilities to explore the nature of their collective design actions and cognitive processes. Ten teams of middle-school children, with a high percentage of minority students, participated in a 6-weeks, computer-assisted math-game-design program. Essential processes of collective design cognition and operation emerged from the data: (a) collective exploration of design constraints during problem framing, (b) aggregation of identity, experience, and memory for collective solution generation, and (c) development of coalition and task interdependence during design execution. Salient contexts supporting collective design included team-role fulfillment with presence of leadership and scaffolding for mutuality in design talk. The study findings also indicated perceived learning of school children during collaborative math-game design.
      PubDate: 2014-05-01
  • Passionate about designing
    • Abstract: Abstract In the school based subject of design and technology (D&T) a fundamental element is designing and making functional products using critical and creative thinking whilst developing skills in the use of a variety of processes and materials. Teachers of the subject need to be more then just ‘enthusiastic’ about the processes involved if they are to develop enthusiasm in their pupils that will sustain them through the exciting but sometimes arduous and difficult processes required to achieve outcomes of which they and their teachers can be proud. The intention of this research project, using an initial sample of forty-nine students and a non-probability purposive sample of ten students studying to become D&T teachers was to tease out the factors which appear to enable some students to be passionate about creating a product to a given brief while others from similar backgrounds and expectations, given the same brief, and in the same learning situation, do not reach this level of enthusiasm. The data collection method used was an attitude scale and semi-structured interviews which were qualitatively analysed in order to identify factors involved, with the intention of informing and improving the way the authors teach their students, to design, and about design, with the additional aim of improving the students teaching of that activity once they become D&T teachers. Within the full paper results are discussed and tentative conclusions drawn.
      PubDate: 2014-05-01
  • An effective educational tool: construction kits for fun and meaningful
    • Abstract: Abstract The integration of robotics in education is still relatively new and represents an important advance in education practices. So, this paper aims to share the results from the perspectives of both students and trainers in an experimental case research in which LEGO Mindstorms construction kits were used. Sixty-two students between the ages of 8 and 14 participated in the study. Multiple data collection methods were used to ensure the richness and diversity of the data. According to the findings, constructivist learning experiences that students had in this training program were themed into the four major themes; active learning, authentic learning, multiple perspectives and collaborative learning. Learning through construction kits offered opportunities to deepen the students’ understanding of various concepts with hands-on exploration and design, resulting in fun and enjoyment. It also promoted students’ active involvement and fostered the collaboration that leads to developing multiple perspectives.
      PubDate: 2014-04-20
  • Implementing technology education in Finnish general education schools:
           studying the cross-curricular theme ‘Human being and
    • Abstract: Abstract In 2009 the Finnish Ministry of Education and Culture assigned the National Board of Education with the task of carrying out a nationwide evaluation of all seven cross-curricular themes. The evaluation is one of the largest education evaluation projects the National Board of Finland has ever organised. The present authors were invited to evaluate the theme “Human Being and Technology”. Data were collected during fall 2010 with ninth-grade pupils (the last grade in Basic School) around Finland answering the questionnaires. The questionnaire was completed by 1,181 (both Finnish and Swedish speaking) grade-nine pupils. The main focuses of the study are: (1) pupils’ knowledge about technology, (2) pupils’ attitudes towards technology, and (3) pupils’ activity know-how of technology. It seems that the development of technological ideas has not been implemented at all in HBT cross-curricular teaching, even though this particular section of the cross-curricular theme could have introduced something new and concrete that would steer pupils towards innovativeness and creativity. Paying more attention to this aim would better link visual art and craft education to this cross-curricular theme, particularly since it is only in visual arts and craft studies that learning of innovation processes is given as one of the learning objectives. It is particularly the contents of craft education that refer to the learning of a technological innovation process. The attitudes of youth towards technology and the development of technology were in line with the objectives of the national framework curriculum, yet the wide-ranging utilization and application of technology, let alone the further development of technology, has not been made possible, neither in this particular cross-curricular theme nor in school routines. A positive observation, however, was that the majority of young people understood the connection between technology and manual skills.
      PubDate: 2014-03-30
  • The effect of iteration on the design performance of primary school
    • Abstract: Abstract Iteration during the design process is an essential element. Engineers optimize their design by iteration. Research on iteration in Primary Design Education is however scarce; possibly teachers believe they do not have enough time for iteration in daily classroom practices. Spontaneous playing behavior of children indicates that iteration fits in a natural way of learning. To demonstrate the importance of iteration for the design performance and understand what occurs in an optimized situation a study was conducted in a Dutch Montessori school. Four conditions were chosen to shape the design assignment; iteration, freedom of choice, collaboration and presentation. The choice for these conditions was inspired by the work of Montessori, and because of the positive effects on design performance during previous design and technology projects. This led to a concrete assignment, suitable for 6–8 years old, “Fold a piece of aluminum foil so it can hold the weight of marbles when it lies on the water. The more marbles it can hold the better.” Self correction was possible as the challenge lays in the ease to improve countable results. Clear results of iteration could be determined; an increasing sense of control and detailed insight in what to do for maximum results were found amongst the pupils. Additional literature about capability development and metacognition confirmed the value of the four conditions in relation to the observed results.
      PubDate: 2014-03-28
  • The role of mental models in collaborative sketching
    • Abstract: Abstract Designers often collaborate to explore creative ideas, especially during the early stages of conceptual design, and their mental models, as the framework of design tasks, greatly influence the collaborative sketching process. Such models have multiple kinds of differences and each kind might have unique effects, yet previous studies analyzed these differences as a whole and have reported only the effects of overall similarity. Because ideas are the embodiments of mental models, this study referred to the components of ideas to construct the structure of mental models. We constructed a three-level mental model involving goals, functions, and structures and arranged the ideas in sketching accordingly into a three-level idea tree. A collaborative sketching experiment was conducted, and the effects of the three levels of mental models were compared. Participants accepted different goals and produced large numbers of new functions. They stuck with similar functions and continued to generate new structures. Participants had different strategies when exploring the levels of the mental models, providing possibilities for new methods of collaborative sketching.
      PubDate: 2014-03-26
  • Students attitudes towards technology
    • Abstract: Abstract Technology is more present than ever. Young people are interested in technological products, but their opinions on education and careers in technology are not particularly positive (Johansson in Mathematics, science & technology education report. European Round Table of Industrials, Brussel, 2009). If we want to stimulate students’ attitudes towards technology we need to have a better understanding of the factors which determine attitudes. Different studies (e.g. Volk and Yip in Int J Technol Des Educ 9:57–71, 1999; Jones et al. in Sci Educ 84(2):180–192, 2000; George in Int J Sci Educ 28(6):571–589, 2006; Salminen-Karlsson in Int J Sci Educ 29(8):1019–1033, 2007) have proven that students’ characteristics correlate with their attitudes towards technology. As these studies often focus on effects on a specific aspect of attitude; the total effect cannot be interpreted correctly because attitude is a multi-dimensional concept (Osborne et al. in Int J Sci Educ 23(5):441–467, 2003). This study focuses upon six aspects of attitude namely: interest, career aspirations, boredom, consequences, difficulty and gender issues. Therefore a multivariate model has been set up. This allows us to answer the main research question: What is the predictive power of students’ characteristics with regard to aspects of their attitudes towards technology' The revalidated version of the Pupils Attitude Towards Technology instrument (Ardies et al. in Des Technol Educ 18(1):8–19, 2013) was used in a large (n = 2,973) scale investigation of 12–14 year old students (Grade 1 and Grade 2 of secondary education). Given the multilevel nature of the data and that students are allocated to specific teachers, we analysed the data with a multivariate multilevel approach. The results of the study show a decline in interest in technology from the first to the second grade of secondary education. This finding appears to be stronger for girls. Interest in technology is significantly positively related to the amount of time that technology is taught for, as well as to the teacher. Parents have a positive influence on several aspects of attitude to technology when mothers and/or fathers have a profession related to technology. Equally, the presence of technological toys at home is a significantly positive characteristic. As the results confirmed previous, fragmented studies in related disciplines like science education, this study contributes to the wider body of knowledge concerning students’ attitudes towards technology and how this can be investigated.
      PubDate: 2014-03-13
  • Role of graphics tools in the learning design process
    • Abstract: Abstract This paper discusses the design activities of students in secondary school in France. Graphics tools are now part of the capacity of design professionals. It is therefore apt to reflect on their integration into the technological education. Has the use of intermediate graphical tools changed students’ performance, and if so in what direction, in phase of seeking solutions through a design activity in a situation of teaching and learning' The influence of computer aided design (CAD) tools on design professional activities has been the subject of much research, but little has focused on student activity. Thus, analysing student work through an experimental device, we ask that students produce more solutions without using CAD tools. Do CAD activities encourage the modelling of a particular solution' Does drawing by hand before CAD activities support the production of various solutions and define them more precisely' Through the analysis of solutions developed by students, including traces of their activity (sketches, digital files), we test our hypotheses.
      PubDate: 2014-03-06
  • A review of Technology Education in Ireland; a changing technological
           environment promoting design activity
    • Abstract: Abstract In Ireland, Technology Education’s structure and organisation across the levels of education is not delivered or governed in a coherent manner. Technology Education in primary level education, for students between 5 and 12 years of age, does not explicitly exist as a separate subject. In primary level education, Social, Environmental and Scientific Education (Science), encourages a child to examine and appreciate how technology and science impacts on their lives and the environment. It supports children developing design and make skills, and to apply scientific ideas to everyday situations and practical problems (DES in Primary school curriculum, science. Social, environmental and scientific education curriculum, 1999). In addition, various initiatives such as the Junior Lego League, supported by the Galway Education Centre, facilitate various perspectives of Technology Education. In second level education, which this paper primarily focuses on, Technology Education exists as a suite of eight subjects, for students of 12–18 years of age. In third level education students can choose from a wide range of bachelor degree programmes in science, technology, engineering or maths. The degree programmes available at third level also include programmes in initial teacher education (ITE). These programmes in initial teacher education are offered by two institutions, and graduate second level teachers to service the second level system. Technology Education in second level education was first introduced to Ireland in 1885. Since this introduction, revisions and changes have occurred, in both the Irish economy and syllabi. In 2006, Technology Education syllabi were revised to include more design activity at senior cycle. These changes reflect the forward thinking of policy makers in reflection of the progression from the industrial era to the information era to the conceptual era. The scope of second level Technology Education in an Irish context is still perceived by many as vocational, though progressive reformations are advancing towards a design-driven framework, grounded in a strong craft practice. This changing technological environment has resulted in the promotion of design activity in second level Technology Education in Ireland. This paper reviews the establishment of design education in Technology Education in the Irish second level education context, where an epistemological shift towards design activity has occurred.
      PubDate: 2014-02-22
  • The relationship between individual characteristics and ideation behavior:
           an empirical study of storyboards
    • Abstract: Abstract The development of digital technology tool and the progress of animation design activities have led to great progress in the animation field. The storyboard is a type of media used to present animator ideas. Therefore, it is commonly viewed as fundamental to the animation industry. This study aims to discuss cognitive style- and gender-based differences in word and image idea associations and how to create a story using word and image stimuli. Using a cognitive style index instrument, 104 university freshmen (48 males and 56 females) were classified into the four type groups of male analytic, male intuitive, female analytic, and female intuitive. Each participant was then asked to execute two design tasks: associate word and image ideas (ideational process) and develop a storyboard (ideational outcome). Four experts evaluated outcomes in terms of creativity, structure, and drawing skill. Results show that larger numbers of words and images correlate with good word and image ideas and that analytic females exhibited the greatest level of ideation and intuitive males exhibited the least.
      PubDate: 2014-02-12
  • Effects of company visits on Dutch primary school children’s
           attitudes toward technical professions
    • Abstract: Abstract Technology-oriented company visits could potentially provide children with a stimulating ‘real-world’ setting to develop more broad and positive images of and attitudes toward technology and technical professions. The present study was the first to explore whether children’s images of and attitudes toward technology, technical competencies and technical professions could be affected by technology-oriented company visits, as they are presently carried out in the Netherlands. A previously validated measurement instrument was used to measure children’s images and attitudes prior to and after the visits and results were compared to similar measurements among children who did not take part in the visits. In addition, based on recent review studies about school visits to science centers, we derived several key theoretical guidelines for organizing effective school visits. Based on these guidelines, structured interviews were carried out with all teachers prior to the company visits. Results indicated that children’s images and attitudes remained mostly unaffected by the company visits, a finding that could be explained by the fact that the level of in-school preparation, follow-up activities and teachers’ level of involvement during the visits was generally low. In addition, observations during the visits showed that the activities at the technical companies were mostly ‘hands-on’ and stereotypical (e.g., working with machines). Based on these findings, we formulate a set of new guidelines for technology-oriented company visits that could improve the desired attitudinal effects.
      PubDate: 2014-02-04
  • Examining fidelity of program implementation in a STEM-oriented
           out-of-school setting
    • Abstract: Abstract In the United States and many other countries there is a growing emphasis on science, technology, engineering and mathematics (STEM) education that is expanding the number of both in-school and out-of-school instructional programs targeting important STEM outcomes. As instructional leaders increasingly train teachers and facilitators to undertake new STEM focused programs, it will become especially important for these leaders to understand the concept of program fidelity, which seeks to examine the alignment between how a program is designed to be implemented and how that program is actually implemented in the field. This article discusses an exploratory study examining program fidelity within the geospatial and robotics technologies for the twenty-first century (GEAR-Tech-21) project, which is an out-of-school program teaching educational robotics and geospatial-related STEM concepts, across more than 20 different states, as funded by the National Science Foundation. The study results identified relationships related to program fidelity that were identifiable across various instructional modules, and associated with specific training and content characteristics.
      PubDate: 2014-02-01
  • The mediator effects of conceiving imagination on academic performance of
           design students
    • Abstract: Abstract Three studies were combined to examine the effects of creativity and imagination on the academic performance of design students. Study 1 conducted an exploratory factor analysis to determine the most appropriate structure of the Creativity Capability Scale (CCS) in a sample of 313 college students. The scale was a new self-report measure, and it was developed to be both empirically valid and easy to administer. A two-factor solution identified originality and useful flexibility as dimensions of human creativity. Study 2 conducted a confirmatory factor analysis to confirm the established structure of the CCS in a sample of 284 college students in design schools. In addition, we also confirmed the structure of the Imaginative Capability Scale using the same sample. A three-factor solution supported an earlier study in which human imagination was categorized into three types, namely initiating, conceiving, and transforming imaginations. The analyses of composite reliability and construct validity gave both scales good support. Study 3 further tested the effects of creativity and imagination on academic performance in a sample of 271 design students. The hypothesis of Study 3—that conceiving imagination acted as a mediator between creativity/imagination and academic performance—was partially supported. The structural model also showed that useful flexibility, initiating imagination and transforming imagination demonstrated positive, indirect effects on academic performance. Critical reflections on the results are provided. Discussions for future studies are also proposed.
      PubDate: 2014-02-01
  • Student perceptions and performance in online and offline collaboration in
           an interior design studio
    • Abstract: Abstract Competence in collaboration is one of the critical abilities that interior design majors are expected to develop during the course of their education; however, few students are competent to collaborate with others online. The purposes of this study were to identify student perceptions and performance in online collaboration compared to those of offline collaboration and to explore the way students collaborate online. A total of 29 junior interior design students participated in the study. After finishing each online and offline collaborative project, they completed a survey. The findings show that students are more satisfied with offline collaboration and perceive offline collaboration as more effective than online collaboration; however, no significant difference was apparent in student performance online and offline. In addition, the findings show the need to provide appropriate online interface for design collaborations. This paper includes lessons learned and recommendations to promote both online and offline collaboration in a design studio.
      PubDate: 2014-02-01
  • Influence of national and engineering culture on team role selection
    • Abstract: Abstract Engineering education is an emerging field of research. Due to its applied nature, recent theoretical developments have been followed by empirical evidence and interdisciplinary research. The present study attempted to describe the team roles assumed by members of project teams composed of young engineering students. The study was conducted in Pakistan by using the Belbin Team Role Self Perception Inventory. It was found that young Pakistani engineers assumed the roles of implementer, coordinator, shaper and team worker. This study attempts to understand role choices through the framework of national cultural dimensions proposed by Hofstede and engineering education culture offered by Godfrey and Parker. The study strongly recommends that engineering curriculum should incorporate activities which could foster creativity among engineers. Moreover, engineering students should be motivated to innovate through collaboration in a problem and project based environment, which is seriously lacking in engineering education of Pakistan.
      PubDate: 2014-02-01
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