Triz 2013 (light bulb) part 3
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Transcript of Triz 2013 (light bulb) part 3
2
It is becoming increasingly difficult for educators to teach current generation of engineering undergraduates. Lecturers need to constantly find ways and means to motivate and inspire students to participate in the learning process. This is a very worrying trend for the future development of Malaysia, especially since the number of students in engineering is continuously decreasing. This is due to reasons such as difficulty level, passing rates and future earning power. An effective low cost solution to this problem is imminent to boost students’ enthusiasm towards the field of engineering.
PROBLEM DESCRIPTIO
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PART
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3
PROBLEM STATEMENT
BENEFITS
Current engineering students are not motivated learn.
If a low cost solution can be found, not only will students be highly motivated to learn, more students will pursue engineering which will contributes greatly to Malaysia’s prosperity, growth and future development.
PROCESS FLOW
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ENGINEERING CONTRADICTION
If educator’s pay were increased, then they will be more motivated to inspire students, but this will incur higher cost, time, complexity and effort for its successful implementation.
Improving Parameter Worsening Parameter
#39 Productivity #22 Loss of Energy
#36 Device Complexity
NARROWED INVENTIVE PRINCIPLES
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PROPOSED SOLUTION
#17 Another Dimension: Augmented Reality with “education” games to motivate and level up.
#28 Mechanical Substitution: Electronics Devices, use all other senses.
#24 Mediator: Students as mentors, electronic “gaming” devices to teach
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FINAL SOLUTION(Mediator, Mechanical Substitution, Another Dimension)
Instead of the “old school” method of chalk and board teaching, educators need to bridge the generation gap
between students and motivate by substituting mechanical means to the modern electronic means which is also a “mediator”. They can learn via another dimension in
augmented reality to answer questions and unknowingly revising to increase their “levels” in electronic educational
games. In turn these electronic gaming devices where students get addicted and attracted to becomes a motivational
learning tool. Students will be “addicted” to pass through challenging questions to “level up” with their friends, and to
answer these questions, students are unassumingly taking up books to read, thereby increasing their knowledge.