Friday, 25 October 2013
EFFECTS OF A
SCIENCE FICTION FILM ON THE TECHNOLOGICAL CREATIVITY OF MIDDLE SCHOOL STUDENTS
(KESAN DARIPADA FIKSYEN FILEM SAINS PADA KREATIVITI
TEKNOLOGI PELAJAR SEKOLAH MENENGAH)
THE PURPOSE
The purpose of
this study was to explore the effects of a learning activity based on Science
Fiction (SF) film or (movie) on the technologic of creativity of middle school
students.
INTRODUCTION
Technology defined as “Human innovation in action.” Technology
Education Association (2006), which defined technology as “Human innovation in
action.” Williams (1999) believed that the most common type of innovation
involves developing new products and improving existing ones. Creativity is important in technology education,
efforts to develop creativity often focus on thinking, and education about
technology tends to focus on practical hands-on skills and products.
LITERATURE VIEW
In the technological world,
one of the most important elements of technological literacy is technological
creativity. technological creativity is crucial to technology
education, it lacks a substantial research base and a comprehensive framework
for classroom-based education as it is a relatively new discipline. Technological creativity refers to the creativity
shown by students during hands-on activities.
Science fiction is a genre of fiction in which the
stories often tell about science and technology of the future. Science fiction
texts also include a human element, explaining what effect new discoveries,
happenings and scientific developments will have on us in the future. Science
fiction texts are often set in the future, in space, on a different world, or
in a different universe or dimension. Science fiction have positive impact on
the development of technology, and this is because the science fiction always
offer many new concepts about the development of technology. If these concepts
have practical values and the science fiction are definitely helpful to our
students in learning technology. Take the nuclear-powered submarines, rocket to
the moon, and nanometer-robots for examples, they are developed somewhat
according to the influence of science fiction. Science fiction and science fiction film provide newly
technological
innovation ideas; help to stimulate
students’ imagination
and the basic concepts of science and physics to
university or senior high school students. Science fiction and science fiction
film are help to develop a physics curriculum that effectively used film to
help students understand scientific principles. Besides that, Science fiction and science fiction film also used to stimulate student interest in
learning science and to generate student interest in learning science. Science
fiction and science fiction film are considered valuable for teaching science
because they induce longer-lasting mental images than do traditional
approaches.
Learners with different
cognitive styles have different preferences for interacting with multimedia
software, and that these preferences affect learning effectiveness. Learners with
different cognitive styles produced different results based on the learning
environment. Cognitive styles have been categorized into either
“holistic–analytic” or “verbal–visual” style. The holistic–analytic cognitive
style refers to a method of data organization that focuses primarily on the
overriding message and seeks to understand the relationship between various
objects. The verbal–visual style refers to a focus on visual or verbal signals.
METHODS
We
also analyzed their use of different learning styles in terms of their
technological creativity using SF-filmbased learning activities.
Research design
To
complete the studies, we used quasi-experimental and unequal-controlgroup pre-
and post-test design models to explore the effects of SF-film-based learning
activities on middle school students’ technological creativity. We used the
Williams Creativity Scale as a pre-test to remove the influence of pre-existing
differences in imagination. The post-test analyzed differences in technological
creativity after SF-film-based learning activities. To ascertain whether
learners with different cognitive styles produced different results based on
the learning environment.
Research subjects
Sixty-three
students from two classes acted as the control group, and 69 students from the
remaining two classes formed the experimental group from the normal teaching
school in Taipei City.
Research implementation
The
study was conducted for a total of 10 hours over the course of 10 weeks between
April and June of 2011. The Williams Creativity Scale was drawn to measure
student creativity. The Style of Processing scale (SOP) was used to determine
student cognitive styles as this instrument has a high degree of reliability.
The control group did not watch any SF films and instead simply discussed the
topic that was introduced.
Research tools
The
SF film used in this study was “I am Legend”. SF film was the availability of a
Mandarin Chinese translation of both the book and the film. Besides that, SF
stories which are published in serial form, this book consists of only a single
volume, making it easier to use in this experiment. Creativity Tendency Scale
to measure middle school students’ creativity. We used the SOP scale to measure
middle school students’ cognitive styles. The purpose of the film worksheet was
to help students reflect on relevant film content and guide them in remembering
the portions of the film that most stimulated their imaginations.
Data analysis and interpretation
We
used an analysis of covariance (ANCOVA) to analyze our data. We also performed
an ANCOVA to explore the relationship between cognitive style and group
membership (control vs. experimental) on technological creativity.
RESULTS AND DISCUSSION
Effects of a SF film on
product-design concepts proposed by middle school students

Students
in the experimental group obtained higher imagination scores than did those in
the control group; they also performed better with regard to technological
creativity than did students in the control group. According to this research
results, this study suggested that students’ technological creativity with
respect to modeling and structure were affected by differences in the
pedagogical processes. SF
film is not just able to stimulate student’s interest, but also able to
stimulate student’s technological creativity.
Cognitive style and
SF-film-based learning activities


Based on the result, Show that the technological
creativity of students with visual-type
cognitive style was affected by differences in the pedagogical approaches.
CONCLUSIONS
SF can stimulate middle school student’s technological creativity and
enhance their ability to design product improvements. Students
view SF film performed better than did students who did not view the SF film.
Film into the practical educational activities can stimulate students’
imaginations and enhance their ability to design product improvements. SF films with direct relevance to product design would have a significant
impact of students’ performance. SF help stimulating the imaginations of middle
school students, contributing to their ability to develop concepts and product
improvements. Hands-on learning activities based on students’ cognitive styles
are effective in stimulating students’ technological creativity. learners with
visual-type cognitive styles perform better when engaging in practical
technology-education design activities after seeing a SF film.
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