Using Gaming/Simulation to Improve Design Decision Making─Exemplified by the Instruction of Value Engineering

Autor: Yu-Hung Chien, 簡佑宏
Rok vydání: 2002
Druh dokumentu: 學位論文 ; thesis
Popis: 90
The purpose of this study is to explore the relationship between educational gaming/simulation and the learning of design decision —making. Based on the theories of value engineering, educational gaming/simulation, design theory and design teaching method, this study is structured into three following specific projects: First, this study seeks to examine the role of gaming/simulation value engineering in design decision-making and organization communication. Second, it is to explore the relationship among the implementation of educational gaming/simulation, learning motivation and organizational communication. Finally, this study strives to understand how those students who participated in the study felt about the application of educational gaming/simulation in design decision-making learning. In order to achieve the objectives, 27 undergraduate and 8 graduate students who studied in interior design division, industrial education department, National Normal University were invited to be the research samples of this study. Both quantitative and qualitative research method are employed. The quantitative research method comprises three approaches including one-shot case study experiment research, quasi-experimental research and measuring test. The qualitative research method is composed of documentary analysis and observation methodology. In terms of data processing, test scores and results are collected to undergo various statistical analysis including frequencies, percentage, means and independent-sample T test to achieve quantitative research. While in qualitative research, observation methodology is applied such as audio/ videotaping, and the observational data was analyzed and concluded by narrative form. The findings of this study are as follows: 1. Role-play is an activity in gaming/simulation value engineering analysis. By being asked to play different professional roles in a design case, the students are able to do a case study based on diversified communication modes to have a better understanding of the design case thus to come up with design decisions that can better meet the client’s requirement in cost, value, and image. 2. The gaming/simulation value engineering team scores impressively higher in “communication of information” than non-gaming/simulation value engineering team. 3. The gaming/simulation value engineering team scores impressively higher in “distortion communication” than non-gaming/simulation value engineering team. 4. In proceeding educational gaming/simulation, graduate students only focus on the areas that they are most interested in. They also care less about the influence of educational gaming/simulation to themselves than undergraduate students. 5. In proceeding educational gaming/simulation, graduate student team scores impressively higher than the seniors in undergraduate school. 6. In proceeding value engineering gaming/simulation, the data collected from observation shows that every communication in between the students has positively affected the various stages in design decision making process including gaming, creativity development and value engineering assessment. 7. 93% of the students agree that the application of educational gaming/simulation can improve their understanding of “design decision-making”, and 96% of the students agree that educational gaming/simulation reinforces their motivation in learning design decision-making. 8. 97% of the students recognize that educational gaming/simulation indeed is helpful to them in design decision-making process, and 100% of them agree that participating in education gaming/simulation activities can improve their interpersonal relationship. Furthermore, 96% of the students express their hope to see more of this kind of curriculum will be brought along. The study carries out a discussion based on the findings of various research methods mentioned above and offers a number of suggestions regarding relative factors and further studies of educational gaming/simulation.
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