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Design Thinking: experiencia en graos STEAM
Author(s) -
Elena Arce,
Elena Arce,
Isabel Fernández-Ibáñez,
Francisco ZayasGato,
Joan-Ignasi Ribas,
Andrés SuárezGarcía
Publication year - 2021
Language(s) - English
Resource type - Conference proceedings
DOI - 10.17979/spudc.9788497498180.013
Subject(s) - context (archaeology) , design thinking , computer science , critical thinking , multimedia , mathematics education , knowledge management , human–computer interaction , psychology , paleontology , biology
Creating learning experiences through classroom projects in which students learn as a team to solve complex problems and develop creative and critical thinking is a challenge. Design Thinking is a methodology whose goal is to create an innovative design based on the user's needs (User Experience). Using this tool, an experience of design, modeling and 3D printing linked to the current context of the pandemic produced by COVID-19 was developed in the subject of Graphic Expression. This experience involved first year students of three STEAM degrees of the University of A Coruña. The activities were planned in such a way that they could be done in person or remotely. Tutoring and monitoring of student progress was done through Microsoft Teams and Moodle. The Moodle Workshop tool was used for the evaluation of the developed prototypes. The survey results were very positive. Design Thinking projects also had a positive effect on the grades.

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