2020
DOI: 10.6018/red.398381
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Macro-dissemination of Maker Cultures: 21st century competencies through an Ideaton

Abstract: With the aim of fostering innovation culture and entrepreneurship through directed ideation, a co-technocreative competition was held for 1000 high school students during the 2018 Innovation Festival Epicenter in Jalisco, Mexico. The competition objectives were aligned with the Sustainable Development Goals (SDG) of the UN, where the methodology was based on evoking practical and innovative solutions to the local problems of the eight strategic sectors of the state. The prototyping activity, guided by the Tray… Show more

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Cited by 4 publications
(4 citation statements)
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“…Figure 1 showed the challenges that arose before and during the Ideathon: low response from students due to the winter vacation and difficulty in designing the maps requested in the Transition Design activities with the theme of sharing economy; however, despite the difficulties, all participants managed to complete the agenda activities on time. Against the unexpected in the process, following the recommendations by Sanabria-Z et al (2020) regarding what should be taken care of when carrying out an Ideathon contributed to the successful completion of the activities (e.g., duration, numbers of students per table). Furthermore, the overall Ideathon setting was in line with what Haro (2018) mentioned regarding the role of the Ideathon: promoting a culture of innovation was achieved by using 4.0 technology, the event was held simultaneously in different venues, and the products generated by the participants were shared online.…”
Section: Discussionmentioning
confidence: 99%
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“…Figure 1 showed the challenges that arose before and during the Ideathon: low response from students due to the winter vacation and difficulty in designing the maps requested in the Transition Design activities with the theme of sharing economy; however, despite the difficulties, all participants managed to complete the agenda activities on time. Against the unexpected in the process, following the recommendations by Sanabria-Z et al (2020) regarding what should be taken care of when carrying out an Ideathon contributed to the successful completion of the activities (e.g., duration, numbers of students per table). Furthermore, the overall Ideathon setting was in line with what Haro (2018) mentioned regarding the role of the Ideathon: promoting a culture of innovation was achieved by using 4.0 technology, the event was held simultaneously in different venues, and the products generated by the participants were shared online.…”
Section: Discussionmentioning
confidence: 99%
“…The implementation of an Ideathon, which can be either face-to-face or virtual, has been applied to a variety of topics, including developing methodologies to enhance creativity (Yudina et al, 2021), preventing disasters through location-based gaming (Uesugi and Moriyama, 2020), supporting community development and revitalizing urban areas, and providing maker-driven solutions to regional strategic sector issues (SIC, 2021). The Ideathon implementation was based on module II of the program developed by Sanabria-Z et al (2020), which integrates the following general recommendations: workshop rooms limited to 25 participants at tables with a maximum of 5 individuals; one instructor and one facilitator for mediation per room; 6 h of work including an opening and a closing conference, and a central screen displaying general instructions. Thus, while the Transition Design guides the participants in the operation of the on-screen activities, the Ideathon umbrella marks the big stages of the event to orchestrate the activities in the different rooms or venues.…”
Section: Methodsmentioning
confidence: 99%
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