16,699 research outputs found

    Toward future 'mixed reality' learning spaces for STEAM education

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    Digital technology is becoming more integrated and part of modern society. As this begins to happen, technologies including augmented reality, virtual reality, 3d printing and user supplied mobile devices (collectively referred to as mixed reality) are often being touted as likely to become more a part of the classroom and learning environment. In the discipline areas of STEAM education, experts are expected to be at the forefront of technology and how it might fit into their classroom. This is especially important because increasingly, educators are finding themselves surrounded by new learners that expect to be engaged with participatory, interactive, sensory-rich, experimental activities with greater opportunities for student input and creativity. This paper will explore learner and academic perspectives on mixed reality case studies in 3d spatial design (multimedia and architecture), paramedic science and information technology, through the use of existing data as well as additional one-on-one interviews around the use of mixed reality in the classroom. Results show that mixed reality can provide engagement, critical thinking and problem solving benefits for students in line with this new generation of learners, but also demonstrates that more work needs to be done to refine mixed reality solutions for the classroom

    Textiles as Material Gestalt: Cloth as a Catalyst in the Co-designing Process

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    Textiles is the common language within Emotional Fit, a collaborative research project investigating a person-centred, sustainable approach to fashion for an ageing female demographic (55+). Through the co-designing of a collection of research tools, textiles have acted as a material gestalt for exploring our research participants' identities by tracing their embodied knowledge of fashionable dress. The methodology merges Interpretative Phenomenological Analysis, co-design and a simultaneous approach to textile and garment design. Based on an enhanced understanding of our participants textile preferences, particular fabric qualities have catalysed silhouettes, through live draping and geometric pattern cutting to accommodate multiple body shapes and customisation. Printedtextiles have also been digitally crafted in response to the contours of the garment and body and personal narratives of wear. Sensorial and tactile interactions have informed the engineering and scaling of patterns within zero-waste volumes. The article considers the functional and aesthetic role of textiles

    Presenting Physical Things Digitally: New Collecting Practices

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    The motivations for collecting and the idiosyncrasies of physical and digital collections have been long studied. However, how they are presented in the digital space is an unresolved challenge. To help better understand this problem from a design perspective, we built Thinga.Me. Thinga.Me is a system which allows users to capture photographs of physical objects and then cut them out, place them into digital collections, and share them. By segmenting the object from the background the interface creates the illusion of a physical item, giving a sense of carrying your stuff with you in your pocket. Following two years of development, iteration and feedback, we discuss uses of the app and the implications it can have for changing the way we reflect on physical things in our lives. In particular, we focus on how digital collection are presented and displayed in a realistic way as a way of providing more meaning and helping shape users’ identities. Demonstrating the importance of visual design choices, our results lead to considerations on how to most appropriately display physical objects in the virtual world, whilst avoiding the uncanniness some might experience when interacting with skeuomorphic collections

    Presenting Physical Things Digitally: New Collecting Practices

    Get PDF
    The motivations for collecting and the idiosyncrasies of physical and digital collections have been long studied. However, how they are presented in the digital space is an unresolved challenge. To help better understand this problem from a design perspective, we built Thinga.Me. Thinga.Me is a system which allows users to capture photographs of physical objects and then cut them out, place them into digital collections, and share them. By segmenting the object from the background the interface creates the illusion of a physical item, giving a sense of carrying your stuff with you in your pocket. Following two years of development, iteration and feedback, we discuss uses of the app and the implications it can have for changing the way we reflect on physical things in our lives. In particular, we focus on how digital collection are presented and displayed in a realistic way as a way of providing more meaning and helping shape users’ identities. Demonstrating the importance of visual design choices, our results lead to considerations on how to most appropriately display physical objects in the virtual world, whilst avoiding the uncanniness some might experience when interacting with skeuomorphic collections

    Exploring the user experience through collage

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    We explore the use of collage in requirements elicitation, as a tool to support potential end-users in expressing their impressions, understanding, and emotions regarding a system

    The Impact of Design-Based Modeling Instruction on Seventh Graders\u27 Spatial Abilities and Model-Based Argumentation

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    Due to the call of current science education reform for the integration of engineering practices within science classrooms, design-based instruction is receiving much attention in science education literature. Although some aspect of modeling is often included in well-known design-based instructional methods, it is not always a primary focus. The purpose of this study was to better understand how design-based instruction with an emphasis on scientific modeling might impact students\u27 spatial abilities and their model-based argumentation abilities. In the following mixed-method multiple case study, seven seventh grade students attending a secular private school in the Mid-Atlantic region of the United States underwent an instructional intervention involving design-based instruction, modeling and argumentation. Through the course of a lesson involving students in exploring the interrelatedness of the environment and an animal\u27s form and function, students created and used multiple forms of expressed models to assist them in model-based scientific argument. Pre/post data were collected through the use of The Purdue Spatial Visualization Test: Rotation, the Mental Rotation Test and interviews. Other data included a spatial activities survey, student artifacts in the form of models, notes, exit tickets, and video recordings of students throughout the intervention. Spatial abilities tests were analyzed using descriptive statistics while students\u27 arguments were analyzed using the Instrument for the Analysis of Scientific Curricular Arguments and a behavior protocol. Models were analyzed using content analysis and interviews and all other data were coded and analyzed for emergent themes. Findings in the area of spatial abilities included increases in spatial reasoning for six out of seven participants, and an immense difference in the spatial challenges encountered by students when using CAD software instead of paper drawings to create models. Students perceived 3D printed models to better assist them in scientific argumentation over paper drawing models. In fact, when given a choice, students rarely used paper drawing to assist in argument. There was also a difference in model utility between the two different model types. Participants explicitly used 3D printed models to complete gestural modeling, while participants rarely looked at 2D models when involved in gestural modeling. This study\u27s findings added to current theory dealing with the varied spatial challenges involved in different modes of expressed models. This study found that depth, symmetry and the manipulation of perspectives are typically spatial challenges students will attend to using CAD while they will typically ignore them when drawing using paper and pencil. This study also revealed a major difference in model-based argument in a design-based instruction context as opposed to model-based argument in a typical science classroom context. In the context of design-based instruction, data revealed that design process is an important part of model-based argument. Due to the importance of design process in model-based argumentation in this context, trusted methods of argument analysis, like the coding system of the IASCA, was found lacking in many respects. Limitations and recommendations for further research were also presented

    The Impact of Design-Based Modeling Instruction on Seventh Graders\u27 Spatial Abilities and Model-Based Argumentation

    Get PDF
    Due to the call of current science education reform for the integration of engineering practices within science classrooms, design-based instruction is receiving much attention in science education literature. Although some aspect of modeling is often included in well-known design-based instructional methods, it is not always a primary focus. The purpose of this study was to better understand how design-based instruction with an emphasis on scientific modeling might impact students\u27 spatial abilities and their model-based argumentation abilities. In the following mixed-method multiple case study, seven seventh grade students attending a secular private school in the Mid-Atlantic region of the United States underwent an instructional intervention involving design-based instruction, modeling and argumentation. Through the course of a lesson involving students in exploring the interrelatedness of the environment and an animal\u27s form and function, students created and used multiple forms of expressed models to assist them in model-based scientific argument. Pre/post data were collected through the use of The Purdue Spatial Visualization Test: Rotation, the Mental Rotation Test and interviews. Other data included a spatial activities survey, student artifacts in the form of models, notes, exit tickets, and video recordings of students throughout the intervention. Spatial abilities tests were analyzed using descriptive statistics while students\u27 arguments were analyzed using the Instrument for the Analysis of Scientific Curricular Arguments and a behavior protocol. Models were analyzed using content analysis and interviews and all other data were coded and analyzed for emergent themes. Findings in the area of spatial abilities included increases in spatial reasoning for six out of seven participants, and an immense difference in the spatial challenges encountered by students when using CAD software instead of paper drawings to create models. Students perceived 3D printed models to better assist them in scientific argumentation over paper drawing models. In fact, when given a choice, students rarely used paper drawing to assist in argument. There was also a difference in model utility between the two different model types. Participants explicitly used 3D printed models to complete gestural modeling, while participants rarely looked at 2D models when involved in gestural modeling. This study\u27s findings added to current theory dealing with the varied spatial challenges involved in different modes of expressed models. This study found that depth, symmetry and the manipulation of perspectives are typically spatial challenges students will attend to using CAD while they will typically ignore them when drawing using paper and pencil. This study also revealed a major difference in model-based argument in a design-based instruction context as opposed to model-based argument in a typical science classroom context. In the context of design-based instruction, data revealed that design process is an important part of model-based argument. Due to the importance of design process in model-based argumentation in this context, trusted methods of argument analysis, like the coding system of the IASCA, was found lacking in many respects. Limitations and recommendations for further research were also presented

    Decoding learning: the proof, promise and potential of digital education

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    With hundreds of millions of pounds spent on digital technology for education every year – from interactive whiteboards to the rise of one–to–one tablet computers – every new technology seems to offer unlimited promise to learning. many sectors have benefitted immensely from harnessing innovative uses of technology. cloud computing, mobile communications and internet applications have changed the way manufacturing, finance, business services, the media and retailers operate. But key questions remain in education: has the range of technologies helped improve learners’ experiences and the standards they achieve? or is this investment just languishing as kit in the cupboard? and what more can decision makers, schools, teachers, parents and the technology industry do to ensure the full potential of innovative technology is exploited? There is no doubt that digital technologies have had a profound impact upon the management of learning. institutions can now recruit, register, monitor, and report on students with a new economy, efficiency, and (sometimes) creativity. yet, evidence of digital technologies producing real transformation in learning and teaching remains elusive. The education sector has invested heavily in digital technology; but this investment has not yet resulted in the radical improvements to learning experiences and educational attainment. in 2011, the Review of Education Capital found that maintained schools spent £487 million on icT equipment and services in 2009-2010. 1 since then, the education system has entered a state of flux with changes to the curriculum, shifts in funding, and increasing school autonomy. While ring-fenced funding for icT equipment and services has since ceased, a survey of 1,317 schools in July 2012 by the british educational suppliers association found they were assigning an increasing amount of their budget to technology. With greater freedom and enthusiasm towards technology in education, schools and teachers have become more discerning and are beginning to demand more evidence to justify their spending and strategies. This is both a challenge and an opportunity as it puts schools in greater charge of their spending and use of technolog
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