Indian Journal of Science and Technology
DOI: 10.17485/ijst/2015/v8iS10/84855
Year: 2015, Volume: 8, Issue: Supplementary 10, Pages: 1-5
Original Article
Nikolay Ivanovich Naumkin* , Gennady Ivanovich Shabanov, Natalia Nikolayevna Shekshaeva, Vladimir Fedorovich Kupryashkin and Elena Petrovna Grocheva
N.P. Ogarev Mordovia State University, Saransk, The Republic of Mordovia, Russia; [email protected]
The paper is concerned with the content of practical training in innovative engineering activity carried out in summer science student schools which focus on teaching how to obtain tangible innovative products. Items of digital production (printing out on a 3D printer) serve as examples of tangible innovative products and application documents for patents, i.e. intangible innovative products. The training is organized in the form of a business game “Firm-2”, comprising the following stages: 1) team building, assignment of roles; 2) establishment of a company, the choice of company’s activities and brand name; 3) formulation of the problem to be solved; 4) finding technical solutions; 5) development of a 3D model of the workpiece; 6) development of the product using a 3D printer; 7) submission of applications for RIA; 8) defense of the project. The paper experimentally proves the enhancement of training efficiency by 16 %.
Keywords: Competence, Competency, Elements of Competency, Innovative Engineering Activity, Intangible Innovative Product, Learning Innovation, Methods of Teaching, National Research University, Summer Science Schools, Tangible Innovative Product, Training
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