O ensino de projeto de produtos e design com a utilização de protótipos computacionais como artefato educacional
Autor(a) principal: | |
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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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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 |
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por |
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info:eu-repo/semantics/openAccess |
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openAccess |
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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 |
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PUC-SP |
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Brasil |
dc.publisher.department.fl_str_mv |
Faculdade de Ciências Exatas e Tecnologia |
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Pontifícia Universidade Católica de São Paulo |
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