Comparison of Students' Product Creativity Using a Computer Simulation Activity versus a Hands-on Activity in Technology Education
dc.contributor.author | Michael, Kurt Y. | en |
dc.contributor.committeechair | Bame, E. Allen | en |
dc.contributor.committeemember | Hirsh, Richard F. | en |
dc.contributor.committeemember | LaPorte, James E. | en |
dc.contributor.committeemember | Brusic, Sharon A. | en |
dc.contributor.committeemember | Abraham, Jane L. | en |
dc.contributor.department | Teaching and Learning | en |
dc.date.accessioned | 2014-03-14T20:12:26Z | en |
dc.date.adate | 2000-05-23 | en |
dc.date.available | 2014-03-14T20:12:26Z | en |
dc.date.issued | 2000-05-10 | en |
dc.date.rdate | 2001-05-23 | en |
dc.date.sdate | 2000-05-22 | en |
dc.description.abstract | The purpose of this study was to compare the effect of a computer simulation activity versus a hands-on activity on students' product creativity, originality, and usefulness. Fifty-eight middle school technology education students from Northern Virginia participated in the study. Subjects were randomly assigned to either a computer simulation or hands-on treatment group. The computer simulation group used a Lego-type brick simulator to construct creative products on the computer; whereas, the hands-on treatment group used real LEGO® bricks to construct their creative products. The hands-on groups' products were collected by the researcher and copied into the computer simulation program. Both groups' products were printed using a color printer. The printed products were evaluated by expert judges using a creative product semantic differential scale. This study showed that there was no significant difference in product creativity scores among the computer simulation and the hands-on treatment group. The null hypothesis was accepted. Findings suggested that it was possible to use a computer simulation activity in place of a hands-on activity and still maintain product creativity, originality, and usefulness. | en |
dc.description.degree | Ph. D. | en |
dc.identifier.other | etd-05222000-16210003 | en |
dc.identifier.sourceurl | http://scholar.lib.vt.edu/theses/available/etd-05222000-16210003/ | en |
dc.identifier.uri | http://hdl.handle.net/10919/27837 | en |
dc.publisher | Virginia Tech | en |
dc.relation.haspart | ETD.pdf | en |
dc.rights | In Copyright | en |
dc.rights.uri | http://rightsstatements.org/vocab/InC/1.0/ | en |
dc.subject | creative product | en |
dc.subject | creativity | en |
dc.subject | technology education | en |
dc.subject | computer simulation | en |
dc.title | Comparison of Students' Product Creativity Using a Computer Simulation Activity versus a Hands-on Activity in Technology Education | en |
dc.type | Dissertation | en |
thesis.degree.discipline | Curriculum and Instruction | en |
thesis.degree.grantor | Virginia Polytechnic Institute and State University | en |
thesis.degree.level | doctoral | en |
thesis.degree.name | Ph. D. | en |
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