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1.

Studio-based learning (SBL) is a teaching and learning methodology that combines different learning pedagogies such as social constructivist, problem-based, and active learning to mimic real-world working experience. Traditionally, SBL is practised in architecture and art programmes, however there is a growing number of research in other areas such as computer science, engineering, entrepreneurship and design courses. Nevertheless, in Malaysia, studies have only focused on architecture programmes. Therefore, this study focuses on reporting the experience and challenges of implementing SBL for a design course in the area of Visual Communication. By employing a qualitative methodology, findings show positive perception towards SBL where respondents reported awareness in improved design and communication skills, and increased acceptance towards team work. They found the critique sessions, facilitated their learning progress. Nevertheless, students reported challenges with inept teaching and learning facilities for design work, collaboration and communication breakdown with stakeholders. The study also reports on improvement strategies to enhance students learning experience through SBL.

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2.
This study presents the case of development and evaluation of a STEM-oriented 30-h robotics course for junior high school students (n = 32). Class activities were designed according to the P3 Task Taxonomy, which included: (1) practice—basic closed-ended tasks and exercises; (2) problem solving—small-scale open-ended assignments in which the learner can choose the solution method or arrive at different answers; and (3) project-based learning—open-ended challenging tasks. The research aimed at exploring students’ working patterns, achievements in learning the course, and the impact of this experience on students’ motivation to learn STEM subjects. Evaluation tools included a final exam on factual, procedural and conceptual knowledge in the STEM subject learned in the course, class observations, interviews with the students, and administrating an attitude questionnaire before and after the course. Since the experimental class was quite heterogenic in regard to students’ prior learning achievements and motivation to learn, some of the students completed just the basic exercises, others coped well with the problem-solving tasks, and only a few took it upon themselves to carry out a complex project. However, all students showed high motivation to learn robotics and STEM subjects. In summary, robotics provides a very rich and attractive learning environment for STEM education. Yet, the realization of this potential depends largely on careful design of the course methodology and especially the students’ assignments in the class. One should recognize that often only some students are capable of learning a new subject on their own through project work, and these students also need to gain additional knowledge and skills before dealing with complex projects.  相似文献   

3.
In higher education effective teaching includes making learning goals and standards clear to students. In architecture and design education in particular, goals and standards around assessment are often not well articulated. There is good evidence that when teachers engage students before an assessment in marking exemplars, and explain why the exemplars received the grades they did, students’ performance in their written assessment is consequently enhanced. However some teachers are concerned that exemplars may discourage students from being creative; this concern is particularly important in design education. In this small-scale mixed methods study we explore interaction design students’ perceptions of the effect of an exemplar-based teaching approach on their work in a design task. Our quantitative and qualitative results show that students developed their understanding of task criteria and standards; far from discouraging their creativity, most students perceived that their experience of the approach enhanced their awareness of the need to produce an original design. The exemplar-based approach used in this study complements the studio-based teaching approach in design education, and helps to make clear the design goals and standards that teachers expect their students to strive for.  相似文献   

4.
A general discussion of the undergraduate course in Engineering Economy is presented for comment and evaluation. The discussion is aimed at unification and cohesion of engineering decision methods by means of a basic structure of applied decision theory centered in a simplifying abstraction of teleological behavior.

The traditional course covers concepts and methods that are useful to the improvement of the efficiency with which engineering decisions are made, but textbooks lack organization, cohesion, and rigor.

Suggested elements of the unifying structure are (1) the formulation of specific objectives from value potential, (2) the measurement of value, (3) the specification of available choices, (4) the prediction of outcomes, (5) the estimation of criterion functions, and (6) optimization processes.

Engineering Economy is traditionally taught as a bagful of disorganized tools. As a student of Civil Engineering the author went through it twice, once as an undergraduate and once as a graduate (at different institutions and from very able professors) without grasping the basic concepts that should have been learned. Many methods, definitions, and problems were well embedded in the gray matter, but the collection resembled a child's tool box where things are packed carelessly without regard for saw teeth, plane and chisel blades, or probing fingers. There is little orderly arrangement that might make the tools more easily found and more effectively used.

More recently the author has been faced with the task of teaching the course to senior engineering students. In the meantime, between second and third rounds, two graduate degrees were acquired, and a lot of time was spent studying operations research and economics. It is, perhaps, needless to say that the bag of tools has gained a startingly new significance. Everything has begun to slip neatly into a basic framework, and this produces a large question mark. Why are the textbooks on the subject written so as to obscure the unifying principles that are so basic to decision processes and all goal-oriented behavior?

In the author’s opinion, the objective of the course is simply to study the improvement of the efficiency of teleological or goal-seeking behavior in the engineering context. There is room for vast improvement. The following discussion is a recommended step in that direction.  相似文献   

5.
In recent years, there has been an increased focus on bringing sustainability into design education. The focus of such education, however, mainly concerns providing design students with the knowledge and skills needed to create sustainable design, which, so this paper argues, may not be enough. Thus, with a basis in Aristotelian virtue ethics, this paper shows that sustainable design education may apply a broader perspective by also focussing on how to stimulate design students’ desire to create sustainable solutions as well as providing them with the means to engage others in such ideas. As compared to the identified literature, the present paper represents a novel perspective on sustainability in design education that may constitute a basis for further discussions and educational developments.  相似文献   

6.

Twenty-first century education needs to be re-envisioned to equip citizens for a lifetime of rapid change and complexity. Design has been proposed as a pedagogical framework that develops the required foundational literacies, competencies and character qualities citizens need to thrive in this new creative knowledge economy. However, widespread adoption will require systemic transformation of practice, and recognition of the value of formal and informal ‘connected’ learning environments and experiences. This paper explores the potential of design immersion outreach efforts in fostering design capabilities and building educators’ pedagogical repertoires to support twenty-first century learning. It documents educators’ experiences of goDesign, the first three-day place-based travelling design immersion experience for regional and rural Australian high school students and teachers. Drawing on observational data, and in-depth interviews with participating principals (n?=?3) and teachers (n?=?14) from six regional schools, educators believed goDesign provided new ideas for their classroom practice. They felt it broadened horizons for both themselves and their students, through: personally inspiring experiences and career aspiration; engagement in design thinking process, skills and mindset; and providing a valuable opportunity for community building. As educators in regional and rural areas often experience geographical, social and professional isolation, this paper argues that place-based informal design immersion programs might be an innovative way to engage and educate both students and teachers with design, thus building the competencies required for successful twenty-first century futures.

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7.
Developing products and business processes to serve subsistence marketplaces (or the roughly 4 billion poor around the world referred to as the bottom of the pyramid) is a significant challenge for businesses. Despite the importance of subsistence marketplaces, most product development educational curricula have been focused on relatively resource‐rich and literate consumers and markets. We teach an innovative year‐long product development course which includes an international immersion experience and which covers a broad spectrum of learning from understanding poverty, to consumer behavior, to product development and engineering design specifically for subsistence consumers. This unique course represents a pioneering effort to focus attention and create knowledge about product development, marketing, management, and engineering practices for subsistence marketplaces. Our two‐semester course sequence for graduate‐level students in a variety of business and engineering disciplines and industrial design combines in‐class pedagogy with experiential learning and results in useful and marketable product concepts and prototypes. Working on projects with multinational companies or startups, students identify an opportunity of general need, conduct field market research to better understand subsistence consumer needs and contexts through an international immersion experience, develop a product concept, convert the concept to a workable prototype, and develop a manufacturing plan, marketing strategy, and overall business plan for the product. Overlaying the content found in a typical new product development lab course we develop a contextual understanding of subsistence marketplaces, setting the stage for new product development. A central aspect of the learning experience is travel to subsistence markets for actual immersion in the context and to conduct market research. Our course is at the confluence of two of the most important issues facing humanity, subsistence and sustainability. Lessons learned here can also be extended to other radically different contexts, such as future scenarios involving severe energy shortages or climate change consequences. Such educational initiatives provide challenging learning experiences in preparing students for the unique demands of the 21st century.  相似文献   

8.
The paradigm of design is changing. Designers now need to be equipped with the skills and knowledge that will enable them to participate in the global move towards a sustainable future. The challenges arise as Design for Sustainability deals with very complex and often contradictory issues. Collaborative learning experiences recognise that these complex issues can be addressed with the pooling of diverse knowledge, perspectives, cultures, skills and tools. Unless, however the process of collaboration is explored in detail, the opportunity for reflection, learning and improvement is lost. This paper proposes that by introducing and analysing collaboration within third level design education, the capacity for responsible design practice can be developed, leading to a transformative shift in how designers are taught as students and subsequently practice as professionals. Over two multidisciplinary projects devised and undertaken by design students from the University of Limerick (Ireland), Hogeschool Utrecht (Netherlands) and Virginia Commonwealth University (USA), the collaborative path is mapped and critical junctions identified. From this process of mapping and visualisation, collective narratives of the overall project experience are constructed (through the eyes of the participants and planners). This leads to a greater understanding and appreciation of the benefits and limitations of the collaborative experience.  相似文献   

9.
Advances in sustainable purchasing put pressure on firms to evaluate and demonstrate the sustainability of their products and services. In this paper, we coin the term sustainable value proposition, develop a process framework for building sustainable value propositions, and illustrate its application with two technology-intensive offerings. By integrating the literature on sustainable marketing and customer value propositions with life cycle assessment methodologies, we build a process framework that can be applied to demonstrate and evaluate the economic, environmental and social benefits of industrial products and services. The framework comprises 1) identification of potential impacts, 2) identification of key value creation mechanisms, 3) choosing key indicators, 4) life cycle modeling, and 5) life cycle value demonstration. Through two case studies, we examine the development of sustainable value propositions in two industry sectors: metallurgical and automotive. The results highlight the value provided to customers through the combination of direct economic benefits and derivative benefits of reduced environmental and social impacts. Our paper contributes to the growing field of sustainable marketing by offering guidelines on how to integrate sustainability with the marketing and purchasing of technology-intensive offerings. In addition, we offer guidelines for how to construct sustainable value propositions that resonate with customers.  相似文献   

10.
Environmental experience can enhance the ideas of design students. Thus, this type of experience may interfere with the influence of design students’ cognitive style on creativity. The aim of this study was to examine the influence of environmental experience on the relationship between innovative cognitive style and industrial design students’ creative outcomes. The environmental experience was measured according to the total scores of the five components of sense, feel, think, act, and relate on the basis of Schmitt’s strategic experience modules. The cognitive styles were measured using Kirton’s adaption–innovation inventory, and creative works were assessed through the consensus assessment technique, which was employed by three experts. Through a field experiment and survey investigation, the analysis indicated that innovative cognitive style significantly and positively influenced creativity, but this only occurred when student was accompanied with a low degree of environmental experience (i.e., a student had a low score for environmental experience); as the student attained a high degree of environmental experience, the influence of innovative cognitive style on creativity became weakened. The experiential media suggested that the natural elements, cultural history, group travel, and narrator effectively diversified the experiences of the students and enhanced creative thinking. This paper suggests providing increased stimulation of environmental experience prior to instructing design students to engage in creative activity. Environmental experience can benefit students by enhancing their creativity.  相似文献   

11.
Abstract

There has been considerable recent emphasis on valid assessment of learning in engineering education. When new teaching pedagogies are introduced, it can be very challenging to demonstrate increases in learning of course concepts. While there are a number of accepted concept inventories available for some engineering topics (statics and dynamics, heat and energy, signals and systems, and statistics), reliable and valid tools for assessing learning are not readily available for many curriculum areas, including engineering economy. This paper discusses the reliability and validity of the Engineering Economy Concept Inventory (EECI) that can be used to assess learning in any introductory engineering economy course. Development of the EECI began in 2009 for use in assessing the effectiveness of model-eliciting activities in the classroom and has since been revised and reformulated a number of times. In the fall of 2018, the EECI was administered at multiple institutions for further evaluation of its validity and results from these groups of students are presented. The paper concludes with remarks regarding the reliability and validity of the instrument and recommendations for its use as a tool to assess knowledge in engineering economy.  相似文献   

12.
To measure attitudes toward environmental issues, interior design students responded to a four-part survey: demographics, ecology, sustainability, and comments. The ecology section was composed of modifications of questions from the New Ecological Paradigm Scale (Dunlap et al. Journal of Environmental Education, 9:10–19, 2000). The researchers composed the items in the sustainable section to reflect perceptions related to the use of sustainable products and solutions in interior design scenarios. Although the ecology and sustainability survey results exhibited great variability, responses to individual items mostly averaged towards the more pro-environmental and pro-sustainability sides of the scales. While average scores on the ecology section of the survey showed the respondents as a group to be moderately pro-environmental, most items revealed a considerable amount of undecided ratings and quite a few students who perceived the environment to be somewhat invincible. The data also indicated a discrepancy between what students think they know (sustainability section) and what the students actually reveal in their open-ended answers (comments section). The survey results imply that educators, who themselves are likely to be pro-environment, cannot merely assume that their students share the same values and attitudes. Beginning instruction with explanations and examples of sustainable methods and products will not be sufficient to communicate the delicate balance between Human use of resources and Nature’s ability to replenish. Design educators need to set the stage for sustainability rather than just assume that students will embrace the concept. Hopefully, more research studies will inspire others to evaluate their own students’ feelings about the environment.  相似文献   

13.
目前国际贸易类课程对学生专业技能的教学和实践能力培养方面还存在诸多问题,远不能适应西部地区对经济管理类本科生培养目标的要求。主要从突出学生专业技能入手,根据本科生《国际贸易实务》课程教学与实践经验和借鉴国内先进高校的办学经验基础上,提出该课程教学与实践改革方案,以期培养出适应国际经济与贸易发展需要,具有创新意识和竞争能力,懂外语又懂外贸的复合型人才。  相似文献   

14.
This paper puts the case for using a pedagogical framework based on the principles of grammatical design in conjunction with conventional creative problem solving strategies in higher education to foster learning for innovation and creativity. It explores the design and delivery of an inaugural creativity and innovation course that used a combination of individual and group projects to explore the combinatorial use of creative problem solving strategies and grammatical design schemas. Using established creative thinking evaluation techniques and reflective practice journals offers a powerful path for the creative development of innovative ideas. Testing (Torrance, Creativity in the classroom, 1977) found that the figurative based creative thinking scores of an experimental group of non-designer undergraduate students significantly improved according to pre and post course tests. Two dimensional and three dimensional design assessment tasks were completed in conjunction with a series of creative problem solving teamwork sessions. Standard SELTS course evaluation also strongly suggests there is value in the active teaching of creativity strategies for the recognition of valuable problems and the development of innovative solutions.  相似文献   

15.
The paper describes aspects of a larger study that explored what did happen as opposed to what should have happened for eight students on a BA Design and Technology course in a college of higher education. To seek the actual rather than the desired, an ethnographic methodology was used to minimise the influence of any prescribed view of design and technology. The data source was interviews, conducted with students over the four years of their course. Two analytical ‘tools’ emerged during the study and certain facets of the process of analysis are illustrated in the paper through one respondent's use of one of the tools. The outcome of this analysis exemplifies a central outcome of the study, that respondents experience tension between the intention of making change to the made-world through designing and the intention of making change to themselves through learning. The paper concludes with a critical examination of the methodology and examines this conflict of learners' intentions in the design and technology education literature. This revised version was published online in August 2006 with corrections to the Cover Date.  相似文献   

16.
This article presents the “Engineering Economics Jeopardy!” mobile app development process and college students’ satisfaction assessment of the developed app. The app includes a general tools E-book, calculator, reference tables, conceptual questions, and calculation problems in an engaging fashion. The E-book is a summary of the key concepts of engineering economics. The calculator provides functions to solve basic engineering economics problems with formulas. The tables allow the users to compute discrete compound interest factors. Through this Jeopardy! game, users can compete with two virtual opponents that have artificial intelligence to answer conceptual questions and calculation problems. Different sets of problems range from the simple questions on the time value of money to more complex concepts, such as sensitivity analysis, Monte Carlo simulation, and supply–demand equilibrium. This app is intended to give students more opportunity to learn and practice concepts of engineering economics whenever and wherever they want using their mobile devices. Accomplishments of this work include the following:

  • “Engineering Economics Jeopardy!” mobile app has been developed and distributed.

  • Five thousand people have downloaded the app so far.

  • The effectiveness of the developed app has been researched with 116 college students who were enrolled in engineering economics courses across two semesters.

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17.
The teacher plays an important role in the Technology and Design (T&D) classroom in terms of guiding students in their design process. By using concepts developed within engineering philosophy along with a framework for teacher–student interactions the design process in a T&D classroom is classified. The material shows that four of six predefined categories of design knowledge and three of seven predefined classes of activity are present in the material. Findings suggest that two categories of design knowledge, fundamental design concepts and practical considerations, are particularly significant in the students’ work. The teacher’s influence with respect to particularly the first of these categories is crucial for the students’ design process. Direct trial is found as the students’ dominating activity for solving the technological challenges. The results indicate that it is beneficial for students to be introduced to an operational principle before they can be innovative and develop their own design configuration when they establish their fundamental design concept. Curriculum developers, designers of teaching materials as well as teachers should take into account the students’ need of sufficient time to explore their design configuration.  相似文献   

18.
Replanning is often used to optimize results of an activity in an ever changing world. To address the challenge of preparing future engineers for success, a special course was created for all engineering freshmen of the Faculty of Engineering of the University of Porto, in Portugal. Presented as a case study, this special course underwent a careful replanning as a result of several years of experience in teaching practice alongside with a theoretical deepening in pedagogical and technological issues, under the aegis of the action-research methodology. Within the context of the case study course, the mentioned replanning was also based on a theoretical approach that clearly identifies teaching–learning-assessment methodologies that promote regulation from those that foster emancipation, using a specific instrument: a taxonomy of educational processes. The replanning was designed to globally boost results regarding the educational aims of the course such as furthering freshmen’s integration into work environment and preparing them for success by fostering transversal skills (needed for study and work). Technology is seen as a mean of education enrichment as well as a productivity tool. The introduced innovations include fun-but-educational activities, several types of assessment over time and specific technological tools which were critical for the educational impact/achievement of this course. Success is demonstrated by encouraging feedback from the stakeholders, high students’ classifications and a steady reduction in retention. It is advocated that large portions of the reasoning behind the replanning can be extrapolated to other courses.  相似文献   

19.
Abstract

Engineering economy has been studied by the majority of engineering students for many years, yet its place in engineering education is often misunderstood. Logic suggests that the engineering economy course would be highly valued since it is the only course many engineering students will take related to financial matters, but instead there is evidence that the subject is being marginalized. While pressures to reduce program credit hours and changes to the Fundamentals of Engineering exam may play a role in this, perhaps engineering economy has not sufficiently evolved to meet the needs of students or the realities of the contemporary workplace. What can be done to ensure that engineering economy fulfills its potential as an important part of engineering education? There may be few clear-cut answers, but we believe that engineering economy should shift toward a future characterized by rigorous coursework grounded in engineering design principles and applications of risk and uncertainty. This has been our goal in teaching engineering economy at Western Michigan University for many years. The purpose of this paper is to communicate the essential elements of a strategy that has helped to make the course a vibrant component of several engineering programs.  相似文献   

20.
Creativity is an original cognitive ability and problem solving process which enables individuals to use their intelligence in a way that is unique and directed toward coming up with a product. Architectural education is one of the fields in which human creativity has been exhibited; because, it can be defined as a design study that correlates with other disciplines: social sciences, management, history, operational research, philosophy, graphic design, math and etc. These features which distinguish architecture from other disciplines ascribe different kind of responsibilities for architectural education; since beside technical and professional skills, an architect must have imagination and to be creative at many levels. Thus, this research aims at proving that students can be trained in creative thinking via acquiring specific skills and systematic techniques, which directly acts on design product. The study methodology depends on the concept of experimental research that targets at exposing students to creative problem solving experience via carrying out a creative training course that concerns “Consequential Creativity”. That experiment examined the potentiality of enhancing the students’ ability of viewing problems in non-traditional perspectives that counts on the systematic procedures of problem solving. Tools for assessment before and after training have been implemented. The Experiment findings proved that the students’ creative thinking skill has been clearly improved after attending the course. Therefore, training in creative thinking can be considered as independent courses or within specific architectural curricula.  相似文献   

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