Michael, Kurt Y.2014-03-142014-03-142000-05-10etd-05222000-16210003http://hdl.handle.net/10919/27837The 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.In Copyrightcreative productcreativitytechnology educationcomputer simulationComparison of Students' Product Creativity Using a Computer Simulation Activity versus a Hands-on Activity in Technology EducationDissertationhttp://scholar.lib.vt.edu/theses/available/etd-05222000-16210003/