A1 Journal article (refereed)
Hothousing : Utilising industry collaborative problem solving practices for STEAM in schools (2022)
Houghton, T., Lavicza, Z., Diego-Mantecón, J.-M., Fenyvesi, K., Weinhandl, R., & Rahmadi, I. F. (2022). Hothousing : Utilising industry collaborative problem solving practices for STEAM in schools. Journal of Technology and Science Education, 12(1), 274-289. https://doi.org/10.3926/jotse.1324
JYU authors or editors
Publication details
All authors or editors: Houghton, Tony; Lavicza, Zsolt; Diego-Mantecón, Jose-Manuel; Fenyvesi, Kristof; Weinhandl, Robert; Rahmadi, Imam Fitri
Journal or series: Journal of Technology and Science Education
ISSN: 2014-5349
eISSN: 2013-6374
Publication year: 2022
Publication date: 31/03/2022
Volume: 12
Issue number: 1
Pages range: 274-289
Publisher: Omnia Publisher SL
Publication country: Spain
Publication language: English
DOI: https://doi.org/10.3926/jotse.1324
Publication open access: Openly available
Publication channel open access: Open Access channel
Publication is parallel published (JYX): https://jyx.jyu.fi/handle/123456789/80477
Abstract
Collaborative problem solving (CPS) has been widely used in both industry and in schools over at least the last twenty years. The Industry Hothousing variant of CPS in its adult format is an intensive, time-constrained workshop based process designed to build mutual trust between customers and industry experts in order to synergically develop creative solutions together. Its potential use in schools raises two important questions: Firstly, what degree of structure and support is required to unleash student creativity and enhance learning - as in industry or does the student need more structured methods including explicitly being taught collaborative problem solving skills? Secondly, is CPS an enrichment activity taking up additional teacher time or is it potentially cross-curricular and thus of wider benefit to teachers and students? The Hothousing CPS process for students is based on an intensive series of workshops based on trust including face-to-face and on-line collaboration supported by a facilitator. It is student-driven and addresses an open-ended challenge such as “ "How do I get my friends to LOVE STEAM?" or “Design the optimal solution to the city’s traffic problem.” or "How do I raise my friends’ interest toward learning?". Three case studies are introduced. From these it was found that student-led intensive collaboration within a trusted framework drives creativity, and is a good opportunity to experience real life challenges. Positive benefits to students and teachers are technology skills development, personal learning and thinking skills (PLTS) and enhanced perception of self and STEAM, and this benefit is cross curricular providing qualitative and efficiency gains.
Keywords: problem solving; cooperation (general); communality; interaction; creativity; brainstorming; teaching and instruction; learning; development (active); competence development; problem-based learning; workshops; motivation (activity); trust
Free keywords: collaborative problem solving; creativity; hothousing; STEAM
Contributing organizations
Related projects
- STEAM Education for Teaching Professionalism
- Fenyvesi, Kristof
- European Commission
Ministry reporting: Yes
Reporting Year: 2022
Preliminary JUFO rating: 1