Abstract
Initiatives to integrate engineering design in the elementary science classroom have become increasingly evident in both national reform documents and classroom practice. Missing from these efforts is a purposeful attempt to capture students’ designerly thinking and dialogues as they engage in the process. The purpose of this study was to investigate how elementary school students approach and engage in engineering design using concurrent think-aloud protocols. Data from seven concurrent think-aloud protocols among triads of elementary students across seven classrooms were analyzed to identify how students conceptualize design. Researchers employed a transfer problem and think-aloud protocol analysis to assess students’ transfer of learning from classroom science based engineering design-based experiences. Results indicate that elementary student triad design teams were able to define a design problem, identify constraints and criteria, and generate multiple design ideas to solve the problem. Protocol timelines were generated using NVivo software to capture sequence of the triads’ coded cognitive strategies crucial in understanding which triads used a systematic approach to solving the problem from triads that randomly brainstormed ideas. If design is to become a pedagogical approach to teaching science or other STEM-related subjects, attention must be given to how students learn design and function within design. Concurrent think-aloud protocol provides a promising means of assessment of such efforts.
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Acknowledgments
This work was made possible by a Grant by the National Science Foundation (Grant # 0962840). Any opinions, findings, and conclusions or recommendations expressed in this material are those of the authors and do not necessarily reflect the views of the National Science Foundation.
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Appendices
Appendix 1: Design a prosthetic leg to kick a soccer ball
Boiler BioTech, a company in Warsaw, Indiana, needs assistance in designing a leg for a young child. The prosthetic leg will need to be designed so that it will be able to kick a soccer ball. Everyone faces challenges every day. To help us, engineers have designed glasses for people who need help seeing, hearing aides for people who need help hearing, crutches and canes for people who need help with bearing weight, and artificial limbs for people who have lost a limb. Designing aids for all of these human needs requires understanding what function you are augmenting and lots of creativity. In this unit we are going to learn about the musculoskeletal system and then you will be given an opportunity to test your design skills by building a prosthetic leg and test it by using it to kick a ball.
During the lesson you will:
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Design a prosthetic leg to kick a ball.
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Measure the volume of different types of balls.
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Find the weight of the balls.
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Kick different types of balls with your prototype to see which one goes the farthest.
Design constraints:
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The leg should hinge like a real joint (move back and forth).
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The leg is being designed to strike a ball (move the ball or propel it on it’s own). Typically, the rubber bands would be used to make the spring loaded leg snap to propel the ball.
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A list of items and potential monetary value is provided. Students may be asked to determine how much their design costs and they can “buy” additional items, if needed.
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Elapsed time can be recorded for further math exercises.
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The lesson is meant to design something that functions like a leg when it kicks a soccer ball.
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Students do not have to mimic anatomy.
Appendix 2: Paper football kicker
The problem
Your younger brother Joey is the Recess Paper Football Champion of his grade, but he’s bummed he can’t play since he broke his right “kicking” finger playing basketball. Joey’s friends say if he can come up with something that flicks the football for him, they’ll let him keep playing, but Joey knows he can’t kick paper footballs with his opposite hand for accuracy. Joey heard you talking about learning about prosthetic limbs, so he thinks you can help him out by designing a device that will kick the paper football for him.
Recess Paper Football game is played using two goals posts—one 3 ft away, and one 5 ft away—so your device must be accurate to these varying lengths.
Your brother Joey is looking for the following design features for this paper football kicker. Your design should be able to:
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hinge like a real-jointed finger that is flicking the paper football.
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be designed to strike a paper football and propel it far enough to go through the goalposts.
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be accurate at various distances (3–5 ft) Take up the floor space no larger than a typical textbook.
Your task
Describe how you would design a paper football flicker to flick paper footballs different distances in a fun and creative way. Please describe aloud how you would start the design task—where would you begin? How would you design the device to include all the features listed above? What types of tests would you conduct to ensure that your device works for both desired distances?
Appendix 3
Cognitive processes identified by Halfin’s (1973) study of high-level designers (nine of the 17 total codes that emerged in the CTA sessions)
Proposed mental methods | Definition | |
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Analyzing | AN | The process of identifying, isolating, taking apart, breaking down, or performing similar actions for the purpose of setting forth or clarifying the basic components of a phenomenon, problem, opportunity, object, system, or point of view |
Computing | CO | The process of selecting and applying mathematical symbols, operations, and processes to describe, estimate, calculate, quantity, relate, and/or evaluate in the real or abstract numerical sense |
Defining problem(s) | DF | The process of stating or defining a problem which will enhance investigation leading to an optimal solution. It is transforming one state of affairs to another desired state |
Designing | DE | The process of conceiving, creating inventing, contriving, sketching, or planning by which some practical ends may be effected, or proposing a goal to meet the societal needs, desires, problems, or opportunities to do things better. Design is a cyclic or iterative process of continuous refinement or improvement |
Interpreting data | ID | The process of clarifying, evaluating, explaining, and translating to provide (or communicate) the meaning of particular data |
Modeling | MO | The process of producing or reducing an act, or condition to a generalized construct which may be presented graphically in the form of a sketch, diagram, or equation; presented physically in the form of a scale model or prototype; or described in the form of a written generalization |
Predicting | PR | The process of prophesying or foretelling something in advance, anticipating the future on the basis of special knowledge |
Questions/hypotheses | QH | Questioning is the process of asking, interrogating, challenging, or seeking answers related to a phenomenon, problem, opportunity element, object, event, system, or point of view |
Testing | TE | The process of determining the workability of a model, component, system, product, or point of view in a real or simulated environment to obtain information for clarifying or modifying design specifications |
Appendix 4
See Fig. 4.
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Kelley, T.R., Capobianco, B.M. & Kaluf, K.J. Concurrent think-aloud protocols to assess elementary design students. Int J Technol Des Educ 25, 521–540 (2015). https://doi.org/10.1007/s10798-014-9291-y
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DOI: https://doi.org/10.1007/s10798-014-9291-y