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1.
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   

2.
Focus groups are increasingly used in industry to elicit data on product users' less tangible needs and associated product symbolism. This can have a considerable impact on a product's subsequent sales and hence is commercially extremely valuable design research. This paper provides an overview of an action research project which placed both a designer and an undergraduate designer, rather than a market researcher in direct contact with users in focus groups. The aim of the work was two-fold: firstly to develop a protocol for a designer to manage focus groups effectively, and secondly to see if this experience could improve the designer's ability to empathise with a range of users (socio-economic, culture, gender, age or abilities). In reporting the above, the paper also attempts to extrapolate the findings to a schools context; could focus group methods be used be used by students at a school level both as a vehicle for design research and as a learning tool? This paper provides a background to focus group methods, together with their advantages and limitations. The action research project is described and three case studies within it are outlined. The protocols developed are described. The final section of the paper looks at the degree to which this work could be extrapolated to schools level design work both in the United Kingdom and internationally.  相似文献   

3.
This paper discusses the ways in which the long-established tradition of the design ‘practicum’ continues to structure teaching and learning in undergraduate programmes. It draws on an in-depth empirical study of one degree course in graphic design and accompanying research in a small number of professional graphic design studios; this dual focus enables identification of shared practices and discourses across the two contexts. Examination of its distinctive modes of teaching and learning indicates the effectiveness of practicum pedagogy in promoting design understanding and the professional preparation of students. The study’s insights into the design classroom are illuminated by situated theories of learning, particularly the idea that knowing equates to participation in the specialist knowledge community of graphic design. A key feature of the learning situation is identified as the practicum discourse shared by tutors and learners, which is characterized as metaphor-based rather than analytical and abstract. The strengths and limitations of this practice-oriented discourse are discussed in the light of the recognized difficulties in articulating art and design knowledge, and its consequent problematic status in the academy. The paper’s focus on metaphorical discourse offers a different view of design pedagogy, and suggests a means of researching it that may also be relevant to other practice-oriented domains.  相似文献   

4.
Both anonymity and accountability play important roles in sustaining the Internet's functionality; however, there is a common misconception that increasing the anonymity of Internet identities requires diminishing their accountability, and vice versa. This paper argues that by implementing accountability mechanisms and anonymity protections at the application layer of the Internet, rather than the network layer, it is possible to develop a variety of different types of accountable–anonymous virtual identities, tailored to meet the needs of numerous, diverse online applications. Examples are drawn from several identity mechanisms used by existing applications and general design patterns for implementing accountability are discussed, with particular emphasis on designing identity investment–privilege trade-offs, conditional anonymity schemes, and aggregated, identity management systems, as well as the role of scoped identities and linked identities in promoting online accountability.  相似文献   

5.
Collaboration: The Challenge of ICT   总被引:1,自引:1,他引:1  
Information and communications technology (ICT) brings many potential benefits to technology education, though the evidence of improved performance on traditional tasks is not yet proven. Areas such as computer-aided design and manufacture are now becoming standard elements of any student's technology education. These applications of ICT require changes to the arrangements of the teaching and the learning, but teachers may see few implications for what is learned. Network technologies, on the other hand, offer a new dimension of ICT for tasks such as designing. These dimensions may require a transformation in some aspects of technology education. This article will outline what such networking could do for collaborative learning in technology education, drawing on recent findings from research on learning. It will explore an example of collaborative designing, to see how its potential can be exploited and how it may transform learning in a way that ICT has probably not done so far. Such an exploration will look at both 'learning to collaborate' and 'collaborating to learn', two inter-related themes that are important in, and for, modern design practice in the world outside schools, as well as in research on learning. Although the technologies may yet have to reach maturity to become reliable and easy enough to use in schools, technology educators must be prepared to exploit the learning potential, and this paper is intended to encourage that preparation. This revised version was published online in July 2006 with corrections to the Cover Date.  相似文献   

6.
This paper reports on the results of a survey and qualitative analysis on the teaching of ‘Basic Design’ in schools of design and architecture located in 22 countries. In the context of this research work, Basic Design means the teaching and learning of design fundamentals that may also be commonly referred to as the Principles of Two- and Three-dimensional Design. The body of knowledge associated with Basic Design may be regarded as part of the general theory of teaching and learning design as practiced in many design schools and which has its origins in the classical design schools such as the Bauhaus. In the author’s perception and practice, the pedagogy of Basic Design promotes a holistic, creative and experimental methodology that develops the learning style and cognitive abilities of students with respect to the fundamental principles of design. This includes an understanding of the elements of shape, colour, texture, light, and rhythm in a manner complementary but usually unrelated to the common design methods teaching approach. As is well known among design practitioners, including architects and industrial designers, a deep understanding of the purpose of these fundamental design elements and principles is still relevant to contemporary design practice. The main objective of the research described in this paper was to determine the status and development of Basic Design pedagogy in a significant number of contemporary design schools. On the basis of the results of two surveys conducted in 2001–2002, this paper will identify and illustrate interesting aspects concerning the programmes and organisation of courses delivered by teachers of ‘Basic Design’. This work will also survey the viewpoints of Basic Design teachers in elementary years of design courses and of those teaching design through projects during the subsequent years of the same courses. Interestingly, the design project teachers surveyed in this research expressed a desire to be more involved in the teaching of Basic Design fundamentals which indicates strongly that Basic Design principles are still relevant in contemporary design education terms as they have ever been and that more research is needed in order to better understand and apply the related pedagogy.  相似文献   

7.
This article reports research into undergraduate design learning through an off-campus partnership. The Sorrell Foundation’s Joinedupdesign for Academies programme involved partnerships between university design departments, ‘failing’ 11–18 schools and professional designers, in the context of a funding commitment to rebuild/renew school buildings in the UK, and an ideological commitment to remodel schools as ‘Academies’. We investigated the impact on 12 undergraduate Design students’ learning as they partnered pupils at two secondary schools in a live regeneration project, following both schools’ redesign/relaunch as ‘Academies’. Using a mixed methods case study approach, we report the acquisition of a wide range of employability skills, vital for professional designers, through an innovative learning model in which pupils act as clients. In terms of design education, these partnerships provided a rare and authentic exposure to the complex demands of publicly-funded work for undergraduate design students, and as such offer a new and potentially interesting model for experiential design education, which bridges campus and off-campus learning.  相似文献   

8.
This paper draws together and provides further analysis of two research projects commissioned by the Department of Employment, with a focus on employers' labour use strategies in Britain. It seeks to place on a firmer statistical basis arguments about the presence and growth of the ‘flexible firm’, and it draws also on case-study data to explore some of the issues relating to flexibility and strategy. Our conclusions are that there has been a marked absence of strategy in this area, and reasons for this are explored, as are the implications for gender and segmentation in the labour market.  相似文献   

9.
The aim of this research is to explore the dynamics and impact of open social innovation, within the context of fab labs and makerspaces. Using an exploratory methodology based on 12 semi‐structured interviews of fab lab founders belonging to The Centres for Maker Innovation and Technology (CMIT) programme – a network of 170 fab labs located in Eastern Europe – this research explores the impact of an adopting an open approach in relation to the different stages of social innovation (prompts, proposals, prototypes, sustaining, scaling and diffusion, systemic change) as well as social impact. The main results of this study are that while the CMIT programme provided each fab lab with similar initial conditions (identical funding, objectives and rules), the open social innovation approached adopted enabled to give birth to a wide diversity of fab labs, each being very well adapted to the local environment, social needs and constraints and able to deliver social impact in just a matter of years; a result that would be hard to achieve with a centralised top‐down approach. The study identified three types of CMITs – Education, Industry and Residential – which could be similar or different depending on the stage of social open innovation. Furthermore, this paper discusses the main difficulties social entrepreneurs encounter as a part of the open social innovation process, as well as means to overcome them. In this respect, this study adds to the literature on fab labs by providing more comprehensive view of the challenges faced by fab labs (and makerspaces) founders, as well as suggestions of strategies enabling to ensure their long‐term sustainability.  相似文献   

10.
This study examines the curriculum directions being charted by a sample of county secondary school design and technology teachers in England and Wales. The purposes of design and technology are analysed, and the syllabuses and examinations used reviewed, together with how design folios are incorporated into teaching. In addition, teacher reports on student-teacher classroom performance, and student-teacher evaluations of their teaching practice experiences are analysed. It was found that teacher perceptions are highly pragmatic and technical, with the pupils‘ intended learning outcomes largely being defined instrumentally in terms of product output rather than in design process terms. A disjunction is found between the statutory Order on Design and Technology and its implementation, with many teachers ’constructing‘ their design and technology education programmes within a ’craft paradigm‘. The discussion offers possible explanations for this and concludes that it has as much to do with the perceived status of Design and Technology as a school subject as with a ’product – process‘ debate. This revised version was published online in August 2006 with corrections to the Cover Date.  相似文献   

11.
Design is a powerful weapon for modern companies so it is important to have excellent designers in the industry. The purpose of this study is to explore the learning problems and the resources that students use to overcome problems in undergraduate industrial design studio courses. A survey with open-type questions was conducted to collect data. Participants in this study were 189 undergraduate industrial design students from three universities, and two coding schema were formulated for analysing the data. The results demonstrated that the most difficult design tasks included concept generation, design presentation, and design research. The learning resources used to solve the learning problems included four categories: people, object, method, and environment. This information will increase the understanding of the learning process of students and provide a reference for teaching and the setting of learning resources in industrial design education.  相似文献   

12.
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   

13.
The article draws on the University of Leeds research project Technological Capability in Young Children. The research objectives were to identify and characterize capability in design and technology for children aged 5–11; to document features of progression in capability within the domains of graphicacy, evaluation skills and the handling of tools and equipment; and to identify and investigate factors which contribute to the development of a technological knowledge base in primary school classrooms. The research perspective relates to previous studies of contextual and developmental features of capability and the development of practical intelligence. Data sources include fieldnotes and video recordings of children working on tasks defined by their teachers as design and technology activities; interviews with the teachers and children about the outcomes of the activities; and contextual data such as availability of materials, resources, use of teacher time, and classroom organization.Analysis of classroom recordings, together with teacher and pupil interviews, revealed a learning environment which presented teachers with new dilemmas and children with opportunities to demonstrate previously unnoted capabilities and deficiencies, particularly in graphicacy, evaluation processes and the manipulation of tools. The findings are exemplified through analysis of critical incidents.  相似文献   

14.
This paper discusses if and how multi-stakeholder involvement can make a worthwhile contribution to the development of agricultural policy in the enlarged EU, using the example of organic farming. A methodological approach to policy design and learning developed and implemented during the design phase for national implementations strategies of the Rural Development Plans in 11 European countries is introduced. Examples of results obtained by this methodology are presented. Conclusions for the design of future bottom-up policy development processes are drawn.  相似文献   

15.
The purpose of this study is to examine network learning through the application of contagion theories. The transmission of knowledge, sharing of resources, and facilitation of learning through contagion has interested both business-to-business and economic geography researchers. This study responds to calls in both research traditions for research into knowledge and learning at the level of an interfirm network. More specifically, it focuses on developing an understanding of how the contagion of knowledge and ideas and the co-ordination of activities within a network tales place. We achieve this by drawing upon research in both network relationships dynamics and learning processes to investigate the causal mechanisms that drive contagion. We focus on two types of contagion: contagion by cohesion (i.e. the presences and closeness of direct contact with others in the network), and contagion by structural equivalence (i.e. where influence is related to the structural patterns of relationships in the network). We also identify two key mechanisms that act as a barrier to such contagion: isolation and immunity. We explore the implications of these findings for network learning opportunities, specifically learning-by-doing, learning-by-using, and learning-by-interacting.  相似文献   

16.
This paper starts out with a discussion of the importance of user-centred design, outlining its history and current embodiment in national and international standards and considers its particular relevance in addressing the needs of ageing populations. The paper moves on to examine how the premise of user-centred design has been taken up in education and focuses on the specific example of user-centred approaches as part of the Design and Technology requirement of the English National Curriculum, taught in England’s schools since 1989. The initial stage of the Designing our Tomorrow project presented in this paper was an investigation of the extent to which user-centred design was integrated in current teaching practice. Analysing baseline data collected from teachers and pupils at two state secondary schools the project team found that many of the tasks teachers planned for pupils did not provide opportunities to identify users’ needs when solving design problems. Finally, the paper presents a discussion of the project’s implications for pupils’ learning and understanding of Design and Technology.  相似文献   

17.
Textile design is a subject that encompasses both design and technology; aesthetically pleasing patterns and forms must be set within technical parameters to create successful fabrics. When considering education methods in design programmes, identifying the most relevant learning approach is key to creating future successes. Yet are the most suitable teaching methods being utilised? This paper discusses the learning styles of textile and fashion design students at The University of Manchester and Manchester Metropolitan University and identifies their overall learning style biases. It then goes on to compare these two institutional approaches and examines whether the teaching methods used suitably match student learning biases.  相似文献   

18.
Following initial educational enthusiasms for ‘Making’ technologies and the ‘Maker Movement’, increasing numbers of students are now using digital fabrication programs and equipment in school. Given the current lack of empirical research exploring the realities of Making as a school activity, this paper presents an in-depth auto/ethnographic account of 3D printing—currently, one of the most popular Maker technologies in schools. Investigating the case of an 8 week Year 9 design project, this paper seeks to broaden understandings of how 3D printing technologies and practices are shaping “what counts” as learning within contemporary school settings. In particular, this research focuses on the experiences of Making within a school context; what is learned through these experiences; and how the process of Making in school feels. This paper highlights three key issues that have been marginalised to date in discussions of Making in schools: (1) lack of pragmatic engagement, (2) affective labour of failing; and (3) mediated alienation.  相似文献   

19.

Industrial design (ID) undergraduate education in China is seen as a new rapidly growing discipline over the past 40 years. China’s ID education is not well known in the West due to several barriers: language, the Great Firewall of China which blocks out most of the Western websites and a 12-h time difference. All Chinese ID curriculum and program information are available in Mandarin. The Ministry of Education administers all Chinese design education as well as ID scholarships and faculty exchange grants and its website and documents require translation. The Great Firewall of China blocks 90% of Western websites including Google making it difficult for Western Scholars to access accurate information about the size and shape of the Chinese ID education landscape. China has a historical relationship between the ID schools in China and the United States. Chinese students are studying or alumni of every American ID program. China and USA share similar program types, dual-track admissions for art and design streams, and academic calendars. In this paper, a model was developed to clarify the features of ID undergraduate education in China and USA, and a survey of eight ID schools was processed. Four aspects were comparatively discussed: (1) types of ID education, (2) ranking, evaluation, and certification of ID schools and programs, (3) curriculum, credits, course features, and yearly schedules of schools, (4) influences coming from the culture and globalization process. Based on the analysis, the similarities and differences in ID undergraduate education between the two countries are discussed. Results show the dual-track modes in China and USA are different. It is mainly reflected in the management and enrollment, curriculum organization, and cultural environment. Implications for the localization, openness, and globalization to ID education are finally discussed together with several directions for future development. The findings are valuable to USA and Chinese ID departments and faculty, researchers, staff and visiting scholars. It is also useful for university administrative units such as registrars, admissions, international offices and exchanges to understand each other.

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20.
Internal resources such as technological and human capital, together with a firm's business network, are vital sources of knowledge for new product development. Previous studies largely assume that a firm's internal resources and its external resources embedded in a business network are complementary in new product development. This study draws on the dynamic capabilities perspective to take the existing literature one step further. Our hypotheses were tested using a sample of 130 Chinese manufacturing firms in high-technology industries. Interestingly, the findings reveal a more complex picture of resource interplay between internal resources and external resources embedded in a firm's business network. More specifically, the findings show that a firm's power in its business network influences the effect of its internal resources on its ability to sense and seize opportunities, a vital dynamic capability. More importantly, the findings suggest that such dynamic capability plays a pivotal role in translating the benefits of resource-interplay into new product success.  相似文献   

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