28 Nov 2008
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Problem Solving in Education
Methods for Problem Solving
In design and science, the goal is to solve a problem. But what is a problem? In common language, a problem is an unpleasant situation, a difficulty. But in education, the first definition in Webster's Dictionary "a question raised for inquiry, consideration, or solution" is a more common meaning. In design, a problem is any situation where you have an opportunity to make a difference, to make things better. Whenever you are thinking creatively and critically about ways to increase the quality of life (or to avoid a decrease in quality), you are actively involved in problem solving. Although the term "design" is used most often in art (for graphic design) and engineering, the process of design occurs in all fields and in everyday life.
Design Method
This creative/critical process is summarized in a brief 5-step "engineering design method" from Delaware. A similar thinking strategy, applied to a wider range of life, is described by Mary Ellen Guffey in Five Steps to Better Critical-Thinking, Problem-Solving, and Decision-Making Skills. Using a broad definition of "problem solving," Craig Rusbult outlines a general method for "doing almost anything in life" in An Introduction to Design Method.
Design and Science
In some ways, design method (above) is similar to scientific method (below) but there is a new focus for action. In science the main goal is to understand nature, to construct a theory and test its accuracy with reality checks that help us decide if "the way we think the world is" corresponds to "the way the way the world really is." It can be useful to think of science as the designing of theories, and conventional design as the designing of products or strategies.
Scientific Method
The basic ideas of "scientific method" are outlined in overviews from Andrew Jones [About Physics] (five "steps" and key elements) & Lynn Fancher [College of DuPage] (indunction & deduction, and more) & Kathleen Marrs [Indiana-Purdue] (outline plus principles and examples) & Craig Rusbult [editor of this website] (from the simplicity of logical "reality checks" thru science-as-design to the complexity of real science) & ERIC Digests (about observation skills & measurement skills & science fairs) & Science Buddies (for science fair projects, with lots of ideas to explore using the links).
The methods of science are illustrated with theories about questions: Why are we sleepy in class? & Why doesn't the light work? & Does muddy soil produce frogs? Mill's Methods for Determining Causes: Examples (in visual tables) & Explanations Examples (more thorough) & Explanations What are some Myths about Scientific Method? Henry Bauer (excerpts) & David Snoke
In design and science, the goal is to solve a problem. But what is a problem? In common language, a problem is an unpleasant situation, a difficulty. But in education, the first definition in Webster's Dictionary "a question raised for inquiry, consideration, or solution" is a more common meaning. In design, a problem is any situation where you have an opportunity to make a difference, to make things better. Whenever you are thinking creatively and critically about ways to increase the quality of life (or to avoid a decrease in quality), you are actively involved in problem solving. Although the term "design" is used most often in art (for graphic design) and engineering, the process of design occurs in all fields and in everyday life.
Design Method
This creative/critical process is summarized in a brief 5-step "engineering design method" from Delaware. A similar thinking strategy, applied to a wider range of life, is described by Mary Ellen Guffey in Five Steps to Better Critical-Thinking, Problem-Solving, and Decision-Making Skills. Using a broad definition of "problem solving," Craig Rusbult outlines a general method for "doing almost anything in life" in An Introduction to Design Method.
Design and Science
In some ways, design method (above) is similar to scientific method (below) but there is a new focus for action. In science the main goal is to understand nature, to construct a theory and test its accuracy with reality checks that help us decide if "the way we think the world is" corresponds to "the way the way the world really is." It can be useful to think of science as the designing of theories, and conventional design as the designing of products or strategies.
Scientific Method
The basic ideas of "scientific method" are outlined in overviews from Andrew Jones [About Physics] (five "steps" and key elements) & Lynn Fancher [College of DuPage] (indunction & deduction, and more) & Kathleen Marrs [Indiana-Purdue] (outline plus principles and examples) & Craig Rusbult [editor of this website] (from the simplicity of logical "reality checks" thru science-as-design to the complexity of real science) & ERIC Digests (about observation skills & measurement skills & science fairs) & Science Buddies (for science fair projects, with lots of ideas to explore using the links).
The methods of science are illustrated with theories about questions: Why are we sleepy in class? & Why doesn't the light work? & Does muddy soil produce frogs? Mill's Methods for Determining Causes: Examples (in visual tables) & Explanations Examples (more thorough) & Explanations What are some Myths about Scientific Method? Henry Bauer (excerpts) & David Snoke
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