PROJECT METHOD OF IMPLEMENTING TRAINING OF STUDENTS FOR INNOVATIVE ENGINEERING ACTIVITIES
Keywords:innovative engineering activities, IEA, project training method, case study method, business game “Company 1”, “Company 2”, Theory of Inventive Problem Solving (TIPS), algorithm for solving inventive problems (ASIP)
Currently, the necessity of training students-engineers for innovative engineering activities is out of the question as there is a direct interrelation between the innovative and economic development of the country. The task is to select an optimal method of training for this activity. To the opinion of various scientists, the project training method is currently preferred. The paper describes the understanding of the project training method, which should necessarily contain an objective, the problems, and the means for solution. The project method is implemented through the collaboration (teamwork) on the solution of socially significant tasks. The paper describes the difficulties of teamwork and the necessity to train for it. The author gives an example of the integration of active training methods (business game “Company”, project method, case study) as a single group training method within the implementation for training students for IEA when teaching discipline Fundamentals of Innovative Engineering. The paper presents the scenarios of business games “Company 1” and “Company 2” as the component of the project method of teaching this discipline. The author developed the scenario of the business game “Company 1” to be implemented during in-class learning; it combines patent research solving different tasks and the development of a new engineering solution using the methods of thinking activation. The author developed the scenario of the business game “Company 2” to be implemented during on-site summer scientific schools and supplemented it with didactical means (3-D printers) and scenarios of creative competitions and sports games aimed at the formation of teamwork competence. The paper analyzes one case from the “Company 1” business game scenario using the inventive problem-solving method “Inventive Problem Solving Algorithm” of G.S. Altshuller.
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