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1.
First year undergraduate design students have found difficulties in realising the standards expected for academic writing at university level. An assessment initiative was used to engage students with criteria and standards for a core interdisciplinary design subject notable for its demanding assessment of academic writing. The same graduate attribute categories linked to assessment criteria and web-based software (REVIEW?) were used for assessing students’ other design assignments. Students engaged with criterion-referenced assessment of an essay exemplar in order to reflect on their own essay writing process. Tutor marking of the exemplar and student essays used a visual mark on a grading scale to reveal the variation between the tutor’s marks and students’ own judgments against each criterion. Data from the software and post-semester focus group discussions and questionnaires showed that the initiative promoted engagement and dialogue between tutors and students and fostered independence and confidence. Results suggest that students’ understanding of the required academic writing standards was improved by this reflective intervention and increased their appreciation that writing and research skills are important attributes for designers.  相似文献   

2.
Competence in collaboration is one of the critical abilities that interior design majors are expected to develop during the course of their education; however, few students are competent to collaborate with others online. The purposes of this study were to identify student perceptions and performance in online collaboration compared to those of offline collaboration and to explore the way students collaborate online. A total of 29 junior interior design students participated in the study. After finishing each online and offline collaborative project, they completed a survey. The findings show that students are more satisfied with offline collaboration and perceive offline collaboration as more effective than online collaboration; however, no significant difference was apparent in student performance online and offline. In addition, the findings show the need to provide appropriate online interface for design collaborations. This paper includes lessons learned and recommendations to promote both online and offline collaboration in a design studio.  相似文献   

3.
With the recognition of the importance of collaboration in a design studio and the advancement of technology, increasing numbers of design students collaborate with others in a technology-mediated learning environment (TMLE); however, not all students have positive experiences in TMLEs. One possible reason for unsatisfactory collaboration experiences is that existing text-oriented collaboration technology may not fully support interior design students’ needs for spontaneous interaction with visual images. The purpose of the current research was to determine whether a visually supported collaboration technology (VSCT) for designers, enhances students’ collaboration experiences in a TMLE. A total of 28 junior interior design students participated in the study, all of whom engaged in similar group projects via two collaboration modalities: face-to-face and VSCT. The results show that collaboration modalities influence students’ learning experiences, in particular, achievement and confidence in completing collaborative tasks. When using VSCT, students achieved significantly higher grade and demonstrated higher confidence in completing collaborative tasks compared to face-to-face collaboration; however, no significant differences were reported in either their perception of the collaboration process or their evaluation of the medium in the two collaboration modalities. The findings demonstrate that VSCT enhanced students’ collaboration experiences in design studio. Discussion and implications are provided to facilitate design students’ positive collaboration experiences in a TMLE.  相似文献   

4.
Integrating engineering and technology concepts into K-12 science and math curricula through engineering design project-based learning has been found to increase students’ interest in science, technology, engineering, and mathematics (STEM), however preparing teachers to shift to interdisciplinary teaching remains a significant challenge. Primarily teachers need to develop both skills and attitudes toward interdisciplinary teaching. In doing so, professional development (PD) is considered a key component in helping teachers through this transformation process. In an educational environment of accountability, measuring the effects of PD programs on teacher behaviors and capacity is essential but often elusive. The current study describes the change in attitudes to interdisciplinary teaching of 29 self-selected middle and high school teachers who participated a PD workshop and in delivering a 12–15 week interdisciplinary teaching and design problem unit that spanned multiple STEM subjects. This quasi-experimental pilot study implemented a single group pretest–posttest design using survey methods to collect data from the participants at two intervals; at the time of the PD workshop and at the completion of the teaching unit that emphasized a long-term engineering design problem. The goals of this research are to (1) assess the changes in attitudes to interdisciplinary teaching, attitudes to teamwork, teaching satisfaction, and resistance to change, (2) explore relationships among these changes, (3) and describe the variation in these changes across teachers’ gender, school level, discipline taught, and education level.  相似文献   

5.
Designing and implementing global customer teams (GCTs) represents a key task for suppliers that are expanding the scope of their customer relationships. However, research has not provided an explanation of how these teams function and what determines their performance. Using an interdisciplinary combination of concepts from customer management and organizational behavior research streams, we develop an integrative framework of GCT design and performance. The framework is conceptualized with qualitative interview data and validated with survey data from 273 members of 113 GCTs in six multinational companies. Our results indicate that team performance is influenced directly by three team processes: communication and collaboration, conflict management, and proactiveness. Team design in terms of goal and role definition, customer coverage, empowerment, heterogeneity, skills adequacy, and leadership indirectly influences performance, mediated by team processes. In addition, three factors of the organizational environment—top management support, rewards and incentives, and training—have similar indirect effects.  相似文献   

6.
Engineering education is an emerging field of research. Due to its applied nature, recent theoretical developments have been followed by empirical evidence and interdisciplinary research. The present study attempted to describe the team roles assumed by members of project teams composed of young engineering students. The study was conducted in Pakistan by using the Belbin Team Role Self Perception Inventory. It was found that young Pakistani engineers assumed the roles of implementer, coordinator, shaper and team worker. This study attempts to understand role choices through the framework of national cultural dimensions proposed by Hofstede and engineering education culture offered by Godfrey and Parker. The study strongly recommends that engineering curriculum should incorporate activities which could foster creativity among engineers. Moreover, engineering students should be motivated to innovate through collaboration in a problem and project based environment, which is seriously lacking in engineering education of Pakistan.  相似文献   

7.
The subject of design and technology was introduced to the curriculum for high schools in China 10 years ago. However, the teaching and learning of this subject have become difficult for both teachers and students because there is a lack of qualified teachers with design background to deliver this subject in a way to stimulate the learning interests of the students. This paper presents a research that is aimed at improving this situation by integrating the teaching and learning of design and technology within a computational environment as part of social networks sites. The purpose is to enable the collaboration among the students and interaction between teachers and students. In this research, a series of investigations were conducted, by following through several taught subjects in design and technology in prominent high schools in China. Based on these investigations, a theoretical framework for web-based design learning and teaching system in the style of social networking is developed, implemented and tested, emphasizing three features of design: innovation, collaboration, and interaction. This framework has been tested among high school students and teachers in a high school in Nanjing. It identified and validated necessary techniques and design features required to make an education-related social networking site effective and affective for the students and teachers. The results of this research indicated that social networking sites have significantly positive values in design education, especially for the collaboration and interaction on the subject of design and technology.  相似文献   

8.
Despite the benefits of buyer and seller collaboration and hence relationships extolled in extensive studies, issues of relationship power inhibit implementation of collaborative and relational approaches, particularly in some parts of the retail sector. Further, most research regards buyer–supplier collaboration and relations as dyadic or focal relationships, or perhaps in a network context, and typically investigates buyer–supplier collaboration and relations from a power-dependency perspective; and within vertical supply integration. Little attention has been given to the potential role of supply chain intermediaries, such as logistics service providers, in objectively and independently determining and managing the course of buyer–supplier collaboration and relations in a business-to-business context. This article appraises the potential role of buyer–supplier collaboration and relations and their relevant opportunities in the power-laden, contentious environment of the retail grocery sector. With an interdisciplinary approach, drawn from supply management, relationship management, and logistics and supply chain management, this article emphasises the importance of horizontal collaboration using fourth-party logistics structures as horizontal intermediary conduits, who act independently between retailers and suppliers to facilitate collaborative and relational activity.  相似文献   

9.
The POWERTECH contest in Taiwan was established in an attempt to promote inventiveness and technology to elementary school pupils. The POWERTECH contest is designed as a collaborative learning system for project design. Project design is comprised of technical processes, which include the construction of an artifact and improvement of its functions. Thus, pupils learn scientific and technical knowledge through a collaborative design project. The purpose of the study was to examine how collaborative learning could be facilitated in technological project design, and whether and how pupils working collaboratively were able to share their design ideas. The study was carried out by analyzing the design portfolio compiled by a team of four elementary school pupils who were engaged in a collaborative design project that focused on making a robot rat for the POWERTECH contest. A portfolio analysis was used in this study to help researchers assess the actual collaboration process among the team members. The study indicated that collaborative learning in a contest facilitated the sharing of knowledge and resources among the team members. Furthermore, reflections essential for problem-solving among the team members were often raised during the design process. These reflections were also conducive to the reduction of mistakes during the contest.  相似文献   

10.
Human–computer interaction (HCI) design generally involves collaboration from professionals in different disciplines. Trained in different design education systems, these professionals can have different conceptual understandings about design. Recognizing and identifying these differences are key issues for establishing shared design practices within the educational community. Contributing to this understanding, we examined whether and how two different populations of students have different knowledge structures with respect to HCI design. We adopted the romantic, conservative and pragmatic dimensions, previously investigated in the related research, to elucidate those differences. This paper compares one specific type of design artefact—conceptual frameworks—created by groups of students with different educational backgrounds: Arts and Engineering. It was based on a set of 22 criteria divided by two main domains: scheme (addressing form) and realm (focusing on contents). The obtained results show that students with background in Engineering (1) focus more on the product of design; (2) rely less on conceptual frameworks to guide the design process; and (3) produce artefacts that are more constrained in terms of signal-to-noise ratio, definition of a symbolic system, and information organization and shaping. We suggest that conceptual frameworks serve to communicate and understand design practice. We note that Engineering students seem to be more susceptible to fixation than Arts students and suggest that an emphasis of reflection-in-action could help compensating this problem.  相似文献   

11.
This paper follows up our theoretical discussion of the potential for collaborative problem solving in Design and Technology (Hennessy and Murphy, 1999). In this paper we report our empirical investigation of peer collaboration in a setting where we identified the presence of significant pre-conditions for productive collaboration. The study investigated the participation of two boys aged 13 who worked together with their teacher over 8 weeks in designing and making an aid for a child with a disability. We analysed their participation using a framework of key features derived from the research literature. Our analyses yielded evidence of effective collaboration in the early design stage, but the students' collaboration and their progress were subsequently undermined. The reasons related to the students' ability to collaborate and the tension for the teacher between students' learning needs and client needs within an authentic activity. The outcome was a successful product but a wealth of lost opportunities – and lack of support – for the students' collaborative problem solving and Design and Technology (D&T) learning. Our observations confirm that despite little evidence of collaboration in D&T, this setting offers extensive resources for supporting collaboration in joint design, planning and problem-solving activities. We also identify impediments to collaboration as a learning mechanism. This revised version was published online in July 2006 with corrections to the Cover Date.  相似文献   

12.
Despite the recent increase in academic entrepreneurship research, we still know relatively little about the degree of involvement of academic inventors in university spinouts. In this study, we distinguish between academic inventors who leave the university after the creation of a spinout (academic exodus) and those who maintain their university affiliation (academic stasis). Drawing from the literature on innovation‐supportive climates and from organizational support theory, we argue that perceptions of institutional support and departmental norms regarding entrepreneurship are associated with the exodus versus stasis decision. We find that inventors who have higher perceptions of institutional support for entrepreneurship are less likely to leave. This relationship is enhanced by perceptions of favorable departmental norms toward entrepreneurship. We discuss the implications of our work for the literature on academic entrepreneurship, innovation‐supportive climates, and perceived organizational support. Our study has clear policy implications for universities, policymakers, and funders who aim to stimulate academic entrepreneurship, but are concerned about losing entrepreneurial faculty. Specifically, we advise universities and policymakers to actively support academic inventors wishing to spin out and to monitor this support in a customer‐friendly manner, in order to ensure that the inventors' perceptions of support are favorable. It is also important for universities to look out for inconsistencies between a supportive environment for entrepreneurship at the institutional level and unfavorable norms toward entrepreneurship at the departmental level; such inconsistencies can lead good faculty members out of academia. More broadly, universities can pursue an aggregation strategy that aims to retain both a research and commercialization identity while building strong links between them.  相似文献   

13.
Integrated Design for Marketability and Manufacturing (IDMM at Stanford) is an Integrated Product Development course (IPD at Michigan) that is distinguished by hands‐on manufacture of customer‐ready prototypes executed by cross‐disciplinary teams of students (MBAs and graduate Engineering and Design students) in a simulated economic competition against benchmark products and against each other. The course design is such that teams can succeed only by performing well in each of the marketing, manufacturing, engineering, and design dimensions. Student failure modes include adopting the wrong product strategy, failure to execute a sound strategy of producing a product that meets market needs, failure to drive costs down, poor product positioning and/or communication, poor forecasting and inventory management, and poor team dynamics. Instructors adopting this course model will face challenges that derive from its definitively cross‐functional nature. The course involves faculty from Business, Engineering, and Design in a world where teaching load, compensation and infrastructural support is most often tallied on a unit‐specific basis. The course requires faculty with broad interests in a world in which narrow academic depth is often more highly valued. Other challenges the course presents include maintaining a sense of fairness in the final product competition, so that students can move beyond the anger of a potential failure to learn from their experience. Also, in its current manifestations on the Stanford and Michigan campuses the course requires expensive general‐purpose machine tools and instruction for students to build fully functional (customer‐ready) product prototypes. We provide our current resolutions to these challenges, and the rewards for making the effort. In the end, the course's survivability can be traced to the benefits it provides to all stakeholders: students, faculty, and administrators. These benefits include a course that integrates disciplines in a way that students believe will increase their integrative skills and marketability, a course that faculty can embrace as a vehicle for their own development in teaching and research, and that administrators find sufficiently novel and engaging to attract the attention of outside constituencies and the press. © 2002 Elsevier Science Inc. All rights reserved.  相似文献   

14.
We describe an experiential approach to teaching new product design and business development in a year‐long course that combines intensive project work with classroom education. Our course puts together up to six teams of graduate students from management and engineering who work on projects sponsored by individual companies. Student teams work with faculty from multiple disciplines and personnel from the sponsoring companies. The year‐long format and involvement with company personnel provide opportunities for students to gain hands‐on experience in a real product development project. Time constraints, coupled with students' determination to demonstrate what they can accomplish, stimulate teams to learn how to compress the design and development cycle. To help students generalize from their own projects to a wider universe of product design and business development phenomena, students participate continuously in constructive critiques of others' projects; and in presentations, case discussions and workshops that help them learn about the product and business development process itself. This article describes course objectives, syllabus, projects, sponsors, faculty, students and our course administration. In an effort to move towards a “paperless” course, we have put as much of the course material as possible on the World Wide Web; relevant websites are referred to in the article. At the end of the course each team presents a prototype and a protoplan to the sponsoring company in a final report, which in many cases includes suggestions for the sponsor on how to improve its design and development process. Students' positive evaluations, along with their comments, indicate that they are attaining their educational goals. Course projects have resulted in commercialized products, patents, continuing development projects in sponsoring companies, and placements for students. The course has generated public relations value for the units involved and for the university as a whole. © 2002 Elsevier Science Inc. All rights reserved.  相似文献   

15.
中美两所院校的"服装产品开发课程",以六组不同种类的服装产品设计课题通过用远程网络视频教学与互访教学相结合的形式进行,通过网络沟通、调研与设计制作以及最后的中美互访,打破了传统的服装教学界限,这种"低成本高互动"的交流方式,拓宽了国际课程交流渠道,发展了学生的学习空间,增强了服装教学的实践应用能力,为设计教学院校的国际课程交流提供了一种参考模式。  相似文献   

16.
The investigation reported here dealt with the study of motivation for creativity. The goals were to assess motivation for creativity in architectural design and engineering design students based on the Cognitive Orientation theory which defines motivation as a function of a set of belief types, themes, and groupings identified as relevant for the development of creativity. Differences between the two groups of students were expected in some of the scores of the belief types, themes, and groupings. Participants were 112 students (52 from architecture, and 60 from engineering) who were administered the questionnaire of the Cognitive Orientation of Creativity. Significant differences in numerous motivational contents were observed between the groups of students. Major characteristics of the architectural design students were an emphasis on the inner world, inner-directedness, and a development of the self, and of the engineering design students being receptive to the environment, and demanding from oneself despite potential difficulties. The findings provide insights for intervention programs targeted at improving architectural and engineering design education.  相似文献   

17.
This study argues that the shift towards a more multidisciplinary professional life in contemporary design practice requires design curricula to equip students with collaborative skills. The study offers that by the aid of web-based collaborative learning (WBCL) in design education, different disciplines may be brought together during their education. A case study is held as a rehearsal of professional life; involving architecture and interior architecture students collaborating on a common project, using WBCL. The evaluations of the participating students about the process were analyzed. The findings convey that there is a mutual problem of recognition of professional domains. In order to diagnose and possibly reconcile tensions that may occur due to this problem in professional life, this paper asserts that integrating interdisciplinary work to the design curricula would be beneficial.  相似文献   

18.
Interdisciplinarity is becoming a critical issue of concern for design schools across East Asia in their attempts to provide industry graduates with the skills and competences to make creative contributions in a global economy. As a result, East Asian higher education institutions are aggressively endeavouring to provide interdisciplinary undergraduate curriculum that combine traditional designerly skills with engineering knowledge and methods. The current study takes an interdisciplinary undergraduate course as case-study to examine how the pedagogic strategy of team teaching influences student learning experience. Two surveys of student learning were conducted for this research purpose. The first provided an indication of the holistic student learning experience, while the second explored the conditions of team and non-team teaching as influence upon learning experiences specifically. Results showed how students taught by a single instructor provided a more positive overall opinion of course quality and experienced significantly more encouragement to participate compared to team taught respondents. However, findings also indicated how team teaching significantly increased the students’ experience of a balanced contribution from different disciplinary perspectives and how the team teaching approach was significantly more effective in providing students with greater opportunities to understand the relevance of the different disciplines to the course subject. We conclude with a discussion of results in terms of the effective use of team teaching at undergraduate level as strategy for interdisciplinary learning experiences.  相似文献   

19.
In the context of the evolving Internet, a balance between technological advances and meaning change is crucial to develop innovative and breakthrough “connected electronics” that enable the Internet of Things. Designers and technologists are key enablers of this process respectively, ensuring adequate users’ needs and technology development, inside the evolving context of social environment and human relations. Smart electronic product design must be a truly interdisciplinary process, in which technologists are aware of how much their decisions impact the user-product relationship and designers understand the full potential and associated limitations of technology involved. Shared knowledge and communication are essential in this scenario, but, due to their technological limitations, designers are often excluded from high-level decision processes. In this paper, we address the design of constructivist tools and associated strategy to enhance the technological literacy of designers, as a strong foundation for knowledge-based dialogue between these realms. We demonstrate its effectiveness in a long-term multidisciplinary Project-Based Learning application with Design and Electronics students. We present the cases from 2 years’ experimentation (with the first year as control group) that demonstrate improvement in the quality of teamwork; in learning results; improved performance of the students reflected in the quality of the projects developed; and positive teachers’ and students’ evaluations. We conclude that the use of the proposed tool not only provides the designer an active voice in the process of designing smart electronics, but also promotes an effective common language between these two worlds.  相似文献   

20.
The Maker Movement inspires people to express their creativity by making things in a self-directed and, often, collaborative learning endeavor. The excitement of the movement has spurred the development of various types of Makerspaces across the United States and the World to further enable people to make and innovate. The education community has recognized the potential for Makerspaces as learning environments that can foster interdisciplinary collaboration and self-directed learning. As such, there is much excitement to create Makerspaces within K-12 schools, libraries, colleges and universities. However, contrary to the formal design process used to build many school facilities, successful grass-roots makerspaces are most often created when those with like-minded interests come together and adapt the building around them to fit their needs. The research in this paper focuses on the design of such spaces by applying the environmental preferences predictors psychology construct. The study surveyed 276 students from art and design, engineering, and liberal arts majors to better understand their preferences as related to images of eight different Makerspaces. The results are broken down by the four predictors of preference, major, and gender. The results highlight differences among the images along with design considerations for creating spaces that welcome a broader audience.  相似文献   

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