Skip to main content

Prototype Problem Solving Activities Increasing Creative Learning Opportunities Using Computer Modeling and 3D Printing

  • Chapter
  • First Online:
Creativity and Technology in Mathematics Education

Part of the book series: Mathematics Education in the Digital Era ((MEDE,volume 10))

Abstract

This chapter explores the use of Prototype Problem-Solving Activities and 3D printing (PPSA) as a curricular tool to develop mathematical understanding, creativity, and technological literacy. Prototype Problem Solving Activities (PPSA) are teaching and learning activities that have been designed for students to create artifacts that demonstrate their understanding and to find unique solutions to authentic problems. They represent an outgrowth of the maker movement and attempt to involve students in authentic problem-solving exploration. The thesis of this chapter is that by using PPSA as a teaching strategy teachers can (1) provide students with opportunities to develop mathematical and creative thinking, (2) encourage students who may not perceive themselves as talented in mathematics by providing new ways in which to demonstrate mathematical thinking, and (3) use authentic problems and interdisciplinary approaches to problem solving that simulates real-life behavior by practitioners in the STEM fields. PPSA emphasizes communication and problem solving which are two principles that are stressed in education and by business leaders as being critical for life-long success. A description is provided of the creative processes that are nurtured through the use of PPSA, as well as the instructional design principles, and specific connections to technological literacy that moves students beyond being mere consumers of information to generating ideas and reflecting on thinking. The use of authentic problems requiring a generation of prototype products allows learners to self-assess and reflect on their understanding. The process of using PPSA allows the students to develop higher order thinking skills of analysis and synthesis in their mathematical understanding.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

eBook
USD 16.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 129.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info
Hardcover Book
USD 199.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

References

  • Bronfenbrenner, U. (1986). Ecology of the family as a context for human development: Research perspectives. Developmental Psychology, 22(6), 723–742.

    Article  Google Scholar 

  • Chamberlin, S., & Moon, S. (2005). Model-eliciting activities as a tool to develop and identify creatively gifted mathematicians. The Journal of Secondary Gifted Education, 17(1), 37–47.

    Article  Google Scholar 

  • Chu, S. L., Quek, F., Bhangaonkar, S., Ging, A. B., & Sridharamurthy, K. (2015). Making the maker: A means-to-an-ends approach to nurturing the maker mindset in elementary-aged children. International Journal of Child-Computer Interaction, 5, 11–19.

    Article  Google Scholar 

  • Clapp, E. P., & Jimenez, R. L. (2016). Implementing STEAM in maker-centered learning. Psychology of Aesthetics, Creativity, and the Arts, 10(4), 481–491. http://doi.org/10.1037/aca0000066.

  • Cosgrove, P. (2014). Making it real: 3D printing as a library service. Educause Review. Retrieved from http://er.educause.edu/articles/2014/10/making-it-real-3d-printing-as-a-library-service.

  • Coxbill, E., Chamberlin, S., & Weatherford, J. (2013). Using model-eliciting activities as a way to identify and develop mathematically creative students. Journal for the Education of the Gifted, 36(2), 176–197.

    Article  Google Scholar 

  • Deci, E. L., & Ryan, R. M. (2000). The ‘what’ and ‘why’ of goal pursuits: Human needs and the self-determination of behavior. Psychological Inquiry, 11(4), 227–268.

    Article  Google Scholar 

  • Doorley, S., Witthoft, S., & Kelly, D. (2012). Make space: How to set the stage for creative collaboration. Hoboken, NJ: Wiley.

    Google Scholar 

  • Eisenberg, M. (2013). 3D printing for children: What to build next? International Journal of Child-Computer Interaction, 1, 7–13.

    Article  Google Scholar 

  • Flores, C., & Springer, T. (2013). Authentic learning and assessment in the self-directed environment of a middle school maker space. In Proceedings from the Interaction Children and Design Conference, New York, NY.

    Google Scholar 

  • Fonseca, D., Valls, F., Redondo, E., & Villagrassa, S. (2016). Informal interactions in 3D education: Citizenship participation and assessment of virtual urban proposals. Computer in Human Behavior, 55, 504–518.

    Article  Google Scholar 

  • Glas, E. (2002). Klein’s model of mathematical creativity. Science & Education, 11, 95–104.

    Article  Google Scholar 

  • Hobson, S. M., Trundle, K. C., & Sackes, M. (2010). Using a planetarium software program to promote conceptual change with young children. Journal of Science Education Technology, 19, 165–176.

    Article  Google Scholar 

  • Jaakkola, T., & Nurmi, S. (2008). Fostering elementary school students’ understanding of simple electricity by combining simulation and laboratory activities. Journal of Computer Assisted Learning, 24, 271–283.

    Article  Google Scholar 

  • Kaufmann, H., & Schmalsteig, D. (2003). Mathematics and geometry education with collaborative augmented reality. Computers and Graphics, 27, 339–345.

    Google Scholar 

  • Kim, S. H., & Kim, S. (2010). The effects of mathematical modeling on creative production ability and self-directed learning attitude. Asia Pacific Educational Review, 11, 109–120.

    Article  Google Scholar 

  • Kostakis, V., Niaros, V., & Giotitsas, C. (2015). Open source 3D printing as a means of learning: An educational experiment in two high schools in Greece. Telematics and Informatics, 32, 118–128.

    Article  Google Scholar 

  • Kroll, E., & Artzi, D. (2011). Enhancing aerospace engineering students’ learning with 3-D printing wind-tunnel models. Rapid Prototyping Journal, 17(5), 393–402.

    Article  Google Scholar 

  • Kűcukozer, H. (2013). Designing a powerful learning environment to promote durable conceptual change. Computers & Education, 68, 482–494.

    Article  Google Scholar 

  • Kwan, O. N., Park, J. H., & Park, J. S. (2014). Providing students authentic learning experiences through 3D printing technology. In Learning experiences to promote mathematics learning yearbook 2014. Singapore, Singapore: World Scientific Publishing Company.

    Google Scholar 

  • Lesh, R., & Doerr, H. (2003). Beyond constructivism: Models and modeling perspectives on mathematical problem solving, learning, and teaching. Mahawah, NJ: Lawrence Erlbaum Associates.

    Google Scholar 

  • Makermedia. (2013). Makerspace playbook school edition. Retrieved from https://makered.org/wp-content/uploads/2014/09/Makerspace-Playbook-Feb-2013.pdf.

  • Mann, E. (2006). Creativity: The essence of mathematics. Journal for the Education of the Gifted, 30(2), 236–260.

    Article  Google Scholar 

  • Martinez, S. L., & Stager, G. S. (2013a, December). Invent to learn: Makers in the classroom. Educational Digest, 11–15.

    Google Scholar 

  • Martinez, S. L., & Stager, G. S. (2013b). Invent to learn: Making, tinkering, and engineering in the classroom. Torrance, CA: Constructing Modern Knowledge Press.

    Google Scholar 

  • Matthews, D., & Geist, E. (2002). Technological applications to support children’s development of spatial awareness. Information Technology in Childhood Education Annual, 321–336.

    Google Scholar 

  • Novak, G. M., Patterson, E. T., Gavrin, A. D., & Christian, W. (1999). Just-in-time teaching: Blending active learning with web technology. Upper Saddle River, NJ: Prentice-Hall Inc.

    Google Scholar 

  • Parpet, S., & Harel, I. (1991). Situating constructionism. In I. Harel & S. Papert (Eds.), Constructionism. Norwood, NJ: Ablex Publishing Corporation.

    Google Scholar 

  • Peppler, K., & Bender, S. (2013, November). Maker movement spreads innovation one project at a time. Kaplan, 22–27.

    Google Scholar 

  • Plucker, J. A., Beghetto, R. A., & Dow, G. T. (2004). Why isn’t creativity more important to educational psychologists? Potentials, pitfalls, and future directions in creativity research. Educational Psychologist, 39(2), 83–96.

    Article  Google Scholar 

  • Sawyer, K. (2012). Explaining creativity: The science of human innovation (2nd ed.). New York, NY: Oxford University Press.

    Google Scholar 

  • Schelly, C., Anazlone, G., Wijnen, B., & Pearce, J. (2015). Open-source 3D printing technologies for education: Bringing additive manufacturing to the classroom. Journal of Visual Languages and Computing, 28, 226–237.

    Article  Google Scholar 

  • Sheridan, K. M., Halverson, E. R., Litts, B. K., Brahm, L., Jacobs-Priebe, L., & Owens, T. (2014). Learning in the making: A comparative case study of three makerspaces. Harvard Educational Review, 84(4), 505–531.

    Article  Google Scholar 

  • Silverman, L. K. (2002). Upside-down brilliance: The visual-spatial learner. Denver, CO: DeLeon Publishing.

    Google Scholar 

  • Snow, R. E. (1992). Aptitude theory: Yesterday, today, and tomorrow. Education Psychologist, 27, 5–32.

    Google Scholar 

  • Sriraman, B. (2005). Are giftedness and creativity synonyms in math education? Journal of Secondary Gifted Education, 17(1), 20–26.

    Article  Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Antonia Szymanski .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2018 Springer International Publishing AG, part of Springer Nature

About this chapter

Check for updates. Verify currency and authenticity via CrossMark

Cite this chapter

Szymanski, A. (2018). Prototype Problem Solving Activities Increasing Creative Learning Opportunities Using Computer Modeling and 3D Printing. In: Freiman, V., Tassell, J. (eds) Creativity and Technology in Mathematics Education. Mathematics Education in the Digital Era, vol 10. Springer, Cham. https://doi.org/10.1007/978-3-319-72381-5_13

Download citation

  • DOI: https://doi.org/10.1007/978-3-319-72381-5_13

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-72379-2

  • Online ISBN: 978-3-319-72381-5

  • eBook Packages: EducationEducation (R0)

Publish with us

Policies and ethics