Abstract
In the context of digital transformation, educators are seeking ways to guide students to become innovative technology designers. However, students often lack innovative problem-solving skills when working with IT, and so new pedagogies are needed to improve IT-related curricula. Design thinking (DT), as a methodology, may offer the potential to meet this need. The present study developed a DT-based framework for the design of IT learning projects. A quasi-experiment was conducted in a junior middle school, employing both qualitative and quantitative analysis methods to explore the impact of DT on learning outcomes and mechanisms that explain the observed changes in student performance. The findings demonstrate that DT promotes creativity in students’ digital works, especially their value, diversity, and originality. DT also enhances students’ awareness of using IT to address daily challenges and facilitates their basic information knowledge and skills. Regarding the mechanisms, the DT process and tools serve as learning scaffolds and facilitate the creativity of digital work. The Ideate of DT generates ideas on what to do and how to do it. Empathize and Define establish a link between digital work and real-life problems. Prototype and Test help students acquire basic information knowledge and skills. This study not only examines the impact of DT on IT education but also explores the mechanisms to explain the observed changes in learning performance. The findings can serve as a guide for educators and researchers to further optimize the teaching of IT courses and nurture innovative talents required in the new era.
Talk to us
Join us for a 30 min session where you can share your feedback and ask us any queries you have
Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.