Creative thinking is an essential part of learning for sustainability, as recent studies indicate. Creativity enables the engineer to find solutions for the design of a new product or for the improvement of one already designed, to make it more sustainable. However, currently, engineering education does not usually assess academic performance in terms of creativity, and although interest in creative processes in engineering is growing, its implementation in the classroom is still scarce. In the present study, a creativity workshop was conducted in order to find multiple solutions to the problem posed, in accordance with divergent thinking. The workshop was based on a 3D CAD modelling activity, and the students needed to give different 3D design solutions starting from a two-dimensional shape. The participants were 72 engineering students from the engineering graphics subject in the degree in agricultural engineering and rural areas. Nine different creative components were evaluated. That way, not only was a generic measure of creativity obtained, but it was also possible to know the evolution of the student after the workshop for each of the components of creativity separately. The results of the workshop confirmed that creativity could be enhanced, and therefore, the learning process for sustainability can be improved in engineering.
Optimization of environmental performance is one of the standards to be achieved towards designing sustainable buildings. Many researchers are focusing on zero emission building; however, it is essential that the indoor environment favors the performance of the building purpose. Empirical research has demonstrated the influence of architectural space variables on student performance, but they have not focused on holistic studies that compare how space influences different academic performance, such as Mathematics and Arts. This manuscript explores, under self-reported data, the relationship between learning space and the mathematics and art performance in 583 primary school students in Galicia (Spain). For this, the Indoor Physical Environment Perception scale has been adapted and validated and conducted in 27 classrooms. The results of the Exploratory Factor Analysis have evidenced that the learning space is structured in three categories: Workspace comfort, natural environment and building comfort. Multiple linear regression analyses have supported previous research and bring new findings concerning that the indoor environment variables do not influence in the same way different activities of school architecture.
Resumen: El uso y manejo de modelos tridimensionales digitales no está concebido dentro de la competencia digital de los currículos de secundaria y Bachillerato. Sin embargo muchos autores relacionan la competencia digital con el manejo de modelos 3D, el modelado 3D y entornos virtuales tridimensionales (Realidad aumentada, virtual,…). En este artículo se presenta un recurso educativo para facilitar el acceso a contenidos didácticos de carácter tridimensional digital y tangible. Determinadas materias precisan de la comprensión e interpretación de conceptos volumétricos: los recursos didácticos innovadores para la edición, visualización e impresión 3D ofrecen una alternativa a las representaciones 2D en los procesos de enseñanza y aprendizaje. En este artículo se describe la creación de un catálogo escultórico que contempla versiones digitales y tangibles de modelos tridimensionales de las esculturas a través de tecnologías innovadoras de bajo coste como la visualización e impresión 3D. La prueba piloto desarrollada con 15 alumnos de bachillerato recoge una alta valoración de los participantes sobre las tecnologías empleadas.Palabras claves: Enseñanza-aprendizaje tridimensional, Impresión 3D, modelos 3D, Competencia digital. Abstract:
ResumenEl proceso de elaboración de réplicas de patrimonio ha sido tradicionalmente desarrollado por organismos públicos, empresas o museos y no es de uso corriente en centros escolares. Actualmente existen tecnologías que permiten realizar réplicas de una manera muy económica. Los nuevos programas 3D basados en la reconstrucción a partir de fotografías y las impresoras 3D de bajo coste, permiten realizar maquetas del patrimonio con un importe muy inferior al tradicional.En este artículo se describe el proceso de creación de una réplica de la escultura El Guerrero de Goslar del artista Henry Moore, situada en Santa Cruz de Tenerife. Para realizar esta reproducción, primero se han creado modelos 3D digitales utilizando las aplicaciones Recap 360, 123D Catch, Meshmixer y MakerWare. La réplica física, se ha reproducido en ácido poliláctico (PLA) mediante la impresora 3D MakerBot Replicator 2. Además, se incluye un análisis de costes utilizando, por un lado la impresora mencionada, y por otro, servicios de impresión 3D, tanto online como locales. Para finalizar, se ha realizado una acción puntual con 141 alumnos y 12 profesores de secundaria a los que se les ha pasado una encuesta de opinión sobre el uso de réplicas escultóricas en educación. Palabras clave: impresión 3D, esculturas, patrimonio, educación.De la Torre-Cantero, J., Saorín, J.L., Meier, C., Melián-Díaz, D., Drago-Díaz Alemán, M. (2015): Creación de réplicas de patrimonio escultórico mediante reconstrucción 3D e impresoras 3D de bajo coste para uso en entornos educativos. Arte, Individuo y Sociedad, 27(3) [429][430][431][432][433][434][435][436][437][438][439][440][441][442][443][444][445][446]
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