O ensino de projeto de produtos e design com a utilização de protótipos computacionais como artefato educacional

Detalhes bibliográficos
Autor(a) principal: Souza, Adriano José Sorbile de
Data de Publicação: 2021
Tipo de documento: Tese
Idioma: por
Título da fonte: Biblioteca Digital de Teses e Dissertações da PUC_SP
Texto Completo: https://tede2.pucsp.br/handle/handle/23666
Resumo: This work has the general objective of proposing a model that helps the teacher to design an educational artifact with the properties and specific characteristics of product design, present the idea of learning using an educational artifact that in the case of product development will be a 3D prototype and provide flexibility in terms of adjustment, modifications and settings contributing to assist in the teaching learning process. The research method is exploratory and comprises the teaching process of product design and educational approaches. A bibliographical survey is carried out about design methodologies applied to the development of product design in the pre-development, development and post-development stages observing the characteristics and design requirements that have been developed in the curricula for technical and higher education in Product Design and Industrial Production Management courses. An approach is made about the problems present in the teaching of product design taking into consideration the motivation in the school environment and behavioral and constructivist learning, as well as the preparation of the master to assume the pedagogical role in higher education, taking into consideration the classification of different goals and abilities that educators define for their students through Bloom's taxonomy and Dreyfus' skill acquisition, assuming that the longer one practices following rules and procedures, the learner becomes more experienced and more competent in a job or task. The educational artifact is based on the Design Science concepts that focus on the creation of artifacts, that is, something that was built by man with the goal of improving the efficiency of organizations, people's living conditions, among others. Design Science aims to create artifacts to build new realities and new knowledge. The proposed model is based on the educational data collected, exemplifying the use of the model from three-dimensional computer prototypes as an educational artifact, helping the teacher in the learning process and indicates that in future work the model can be applied in the classroom with the objective of verifying if the results in the teaching-learning process were achieved statistically
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spelling Vega, Ítalo Santiagohttp://buscatextual.cnpq.br/buscatextual/visualizacv.do?id=K4234536Y8Souza, Adriano José Sorbile de2021-08-24T12:08:14Z2021-03-17Souza, Adriano José Sorbile de. O ensino de projeto de produtos e design com a utilização de protótipos computacionais como artefato educacional. 2021. 110 f. Tese (Doutorado em Tecnologias da Inteligência e Design Digital) - Programa de Estudos Pós-Graduados em Tecnologias da Inteligência e Design Digital, Pontifícia Universidade Católica de São Paulo, São Paulo, 2021.https://tede2.pucsp.br/handle/handle/23666This work has the general objective of proposing a model that helps the teacher to design an educational artifact with the properties and specific characteristics of product design, present the idea of learning using an educational artifact that in the case of product development will be a 3D prototype and provide flexibility in terms of adjustment, modifications and settings contributing to assist in the teaching learning process. The research method is exploratory and comprises the teaching process of product design and educational approaches. A bibliographical survey is carried out about design methodologies applied to the development of product design in the pre-development, development and post-development stages observing the characteristics and design requirements that have been developed in the curricula for technical and higher education in Product Design and Industrial Production Management courses. An approach is made about the problems present in the teaching of product design taking into consideration the motivation in the school environment and behavioral and constructivist learning, as well as the preparation of the master to assume the pedagogical role in higher education, taking into consideration the classification of different goals and abilities that educators define for their students through Bloom's taxonomy and Dreyfus' skill acquisition, assuming that the longer one practices following rules and procedures, the learner becomes more experienced and more competent in a job or task. The educational artifact is based on the Design Science concepts that focus on the creation of artifacts, that is, something that was built by man with the goal of improving the efficiency of organizations, people's living conditions, among others. Design Science aims to create artifacts to build new realities and new knowledge. The proposed model is based on the educational data collected, exemplifying the use of the model from three-dimensional computer prototypes as an educational artifact, helping the teacher in the learning process and indicates that in future work the model can be applied in the classroom with the objective of verifying if the results in the teaching-learning process were achieved statisticallyEste trabalho tem por objetivo geral propor um modelo que ajude o professor a projetar um artefato educacional com as propriedades e características específicas de projeto de produtos, apresentar a ideia de aprendizagem utilizando um artefato educacional que no caso de desenvolvimento de produtos será um protótipo 3D e proporcionar uma flexibilidade em termos de ajuste, modificações e configurações contribuindo no auxílio no processo de ensino aprendizagem. O método de pesquisa é exploratório e compreende o processo de ensino de projeto de produtos e abordagens educacionais. Realiza-se um levantamento bibliográfico sobre metodologias de design aplicadas ao desenvolvimento de projeto de produtos nas etapas de pré-desenvolvimento, desenvolvimento e pós-desenvolvimento observando as características e requisitos de projeto que vem sendo desenvolvido nos currículos voltados para o ensino técnico e superior em cursos de Design de Produtos e Gestão da Produção Industrial. Executa-se uma abordagem sobre os problemas presentes no ensino de projeto de produtos levando em consideração a motivação no ambiente escolar e a aprendizagem comportamental e construtivista, além da preparação do professor para assumir o papel pedagógico no ensino superior, levando em consideração a classificação dos diferentes objetivos e habilidades que os educadores definem para seus alunos por meio da taxonomia de Bloom e a aquisição de habilidades de Dreyfus, pressupondo que quanto mais tempo se pratica seguindo regras e procedimentos, o aprendiz se torna mais experiente e mais competente em um trabalho ou tarefa. O artefato educacional se baseia nos conceitos Design Science que tem como foco a criação de artefatos, ou seja, algo que foi construído pelo homem com o objetivo de melhorar a eficiência de organizações, condições de vida das pessoas entre outros. A design Science objetiva criar artefatos para construir novas realidades e novos conhecimentos. O modelo proposto é baseado nos dados educacionais coletados, exemplificando a utilização do modelo a partir de protótipos computacionais tridimensionais como artefato educacional, ajudando o professor no processo de aprendizagem e indica que em trabalhos futuros pode ser aplicado o modelo em sala de aula com o objetivo de verificar se os resultados no processo de ensino aprendizagem foram atingidos estatisticamenteCoordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPESapplication/pdfhttp://tede2.pucsp.br/tede/retrieve/53826/Adriano%20Jos%c3%a9%20Sorbile%20de%20Souza.pdf.jpgporPontifícia Universidade Católica de São PauloPrograma de Estudos Pós-Graduados em Tecnologias da Inteligência e Design DigitalPUC-SPBrasilFaculdade de Ciências Exatas e TecnologiaProjeto de produtoArtefato educacionalProduct designEducational artifactDesign ScienceCNPQ::ENGENHARIASO ensino de projeto de produtos e design com a utilização de protótipos computacionais como artefato educacionalTeaching product design and design using computational prototypes as an educational artifactinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/doctoralThesisinfo:eu-repo/semantics/openAccessreponame:Biblioteca Digital de Teses e Dissertações da PUC_SPinstname:Pontifícia Universidade Católica de São Paulo (PUC-SP)instacron:PUC_SPTEXTAdriano José Sorbile de Souza.pdf.txtAdriano José Sorbile de Souza.pdf.txtExtracted texttext/plain183102https://repositorio.pucsp.br/xmlui/bitstream/handle/23666/4/Adriano%20Jos%c3%a9%20Sorbile%20de%20Souza.pdf.txt628cb1cf4fbaa65b4da24e756a3a855dMD54LICENSElicense.txtlicense.txttext/plain; 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dc.title.por.fl_str_mv O ensino de projeto de produtos e design com a utilização de protótipos computacionais como artefato educacional
dc.title.alternative.eng.fl_str_mv Teaching product design and design using computational prototypes as an educational artifact
title O ensino de projeto de produtos e design com a utilização de protótipos computacionais como artefato educacional
spellingShingle O ensino de projeto de produtos e design com a utilização de protótipos computacionais como artefato educacional
Souza, Adriano José Sorbile de
Projeto de produto
Artefato educacional
Product design
Educational artifact
Design Science
CNPQ::ENGENHARIAS
title_short O ensino de projeto de produtos e design com a utilização de protótipos computacionais como artefato educacional
title_full O ensino de projeto de produtos e design com a utilização de protótipos computacionais como artefato educacional
title_fullStr O ensino de projeto de produtos e design com a utilização de protótipos computacionais como artefato educacional
title_full_unstemmed O ensino de projeto de produtos e design com a utilização de protótipos computacionais como artefato educacional
title_sort O ensino de projeto de produtos e design com a utilização de protótipos computacionais como artefato educacional
author Souza, Adriano José Sorbile de
author_facet Souza, Adriano José Sorbile de
author_role author
dc.contributor.advisor1.fl_str_mv Vega, Ítalo Santiago
dc.contributor.authorLattes.fl_str_mv http://buscatextual.cnpq.br/buscatextual/visualizacv.do?id=K4234536Y8
dc.contributor.author.fl_str_mv Souza, Adriano José Sorbile de
contributor_str_mv Vega, Ítalo Santiago
dc.subject.por.fl_str_mv Projeto de produto
Artefato educacional
topic Projeto de produto
Artefato educacional
Product design
Educational artifact
Design Science
CNPQ::ENGENHARIAS
dc.subject.eng.fl_str_mv Product design
Educational artifact
Design Science
dc.subject.cnpq.fl_str_mv CNPQ::ENGENHARIAS
description This work has the general objective of proposing a model that helps the teacher to design an educational artifact with the properties and specific characteristics of product design, present the idea of learning using an educational artifact that in the case of product development will be a 3D prototype and provide flexibility in terms of adjustment, modifications and settings contributing to assist in the teaching learning process. The research method is exploratory and comprises the teaching process of product design and educational approaches. A bibliographical survey is carried out about design methodologies applied to the development of product design in the pre-development, development and post-development stages observing the characteristics and design requirements that have been developed in the curricula for technical and higher education in Product Design and Industrial Production Management courses. An approach is made about the problems present in the teaching of product design taking into consideration the motivation in the school environment and behavioral and constructivist learning, as well as the preparation of the master to assume the pedagogical role in higher education, taking into consideration the classification of different goals and abilities that educators define for their students through Bloom's taxonomy and Dreyfus' skill acquisition, assuming that the longer one practices following rules and procedures, the learner becomes more experienced and more competent in a job or task. The educational artifact is based on the Design Science concepts that focus on the creation of artifacts, that is, something that was built by man with the goal of improving the efficiency of organizations, people's living conditions, among others. Design Science aims to create artifacts to build new realities and new knowledge. The proposed model is based on the educational data collected, exemplifying the use of the model from three-dimensional computer prototypes as an educational artifact, helping the teacher in the learning process and indicates that in future work the model can be applied in the classroom with the objective of verifying if the results in the teaching-learning process were achieved statistically
publishDate 2021
dc.date.accessioned.fl_str_mv 2021-08-24T12:08:14Z
dc.date.issued.fl_str_mv 2021-03-17
dc.type.status.fl_str_mv info:eu-repo/semantics/publishedVersion
dc.type.driver.fl_str_mv info:eu-repo/semantics/doctoralThesis
format doctoralThesis
status_str publishedVersion
dc.identifier.citation.fl_str_mv Souza, Adriano José Sorbile de. O ensino de projeto de produtos e design com a utilização de protótipos computacionais como artefato educacional. 2021. 110 f. Tese (Doutorado em Tecnologias da Inteligência e Design Digital) - Programa de Estudos Pós-Graduados em Tecnologias da Inteligência e Design Digital, Pontifícia Universidade Católica de São Paulo, São Paulo, 2021.
dc.identifier.uri.fl_str_mv https://tede2.pucsp.br/handle/handle/23666
identifier_str_mv Souza, Adriano José Sorbile de. O ensino de projeto de produtos e design com a utilização de protótipos computacionais como artefato educacional. 2021. 110 f. Tese (Doutorado em Tecnologias da Inteligência e Design Digital) - Programa de Estudos Pós-Graduados em Tecnologias da Inteligência e Design Digital, Pontifícia Universidade Católica de São Paulo, São Paulo, 2021.
url https://tede2.pucsp.br/handle/handle/23666
dc.language.iso.fl_str_mv por
language por
dc.rights.driver.fl_str_mv info:eu-repo/semantics/openAccess
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv application/pdf
dc.publisher.none.fl_str_mv Pontifícia Universidade Católica de São Paulo
dc.publisher.program.fl_str_mv Programa de Estudos Pós-Graduados em Tecnologias da Inteligência e Design Digital
dc.publisher.initials.fl_str_mv PUC-SP
dc.publisher.country.fl_str_mv Brasil
dc.publisher.department.fl_str_mv Faculdade de Ciências Exatas e Tecnologia
publisher.none.fl_str_mv Pontifícia Universidade Católica de São Paulo
dc.source.none.fl_str_mv reponame:Biblioteca Digital de Teses e Dissertações da PUC_SP
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