4,871 research outputs found

    When Windmills Turn Into Giants: The Conundrum of Virtual Places

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    While many papers may claim that virtual environments have much to gain from architectural and urban planning theory, few seem to specify in any verifiable or falsifiable way, how notions of place and interaction are best combined and developed for specific needs. The following is an attempt to summarize a theory of place for virtual environments and explain both the shortcomings and the advantages of this theory

    Games And Students: Creating Innovative Professionals

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    To create professionals for the future, who will be innovative and internationally competitive, we need to change the learning environment. The current traditional delivery systems of education do not develop the necessary interpersonal, analytical and creative skills to deal with the new knowledge economy. Baer (2005), in calling for a new model of learning, says this will require collaboration between educators and game designers to research how games are best aligned with the targeted learning environment and needs. The incorporation of games will require realistic assessment of the current structure of education so that “students’ ability to participate in complex social practices; learn new knowledge and perform well in novel, changing situations needs to be considered valuable learning” (Squire and Jenkins, 2004, p.31). When games and simulations are combined with technology they can generate the environment within higher education that can produce the highly-skilled professionals which are required

    Designing electronic collaborative learning environments

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    Electronic collaborative learning environments for learning and working are in vogue. Designers design them according to their own constructivist interpretations of what collaborative learning is and what it should achieve. Educators employ them with different educational approaches and in diverse situations to achieve different ends. Students use them, sometimes very enthusiastically, but often in a perfunctory way. Finally, researchers study them and—as is usually the case when apples and oranges are compared—find no conclusive evidence as to whether or not they work, where they do or do not work, when they do or do not work and, most importantly, why, they do or do not work. This contribution presents an affordance framework for such collaborative learning environments; an interaction design procedure for designing, developing, and implementing them; and an educational affordance approach to the use of tasks in those environments. It also presents the results of three projects dealing with these three issues

    Code and its image: the functions of text and visualisation in a code-based design studio

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    Traditionally, design learning in the architecture studio has taken place through a combination of individual work and joint projects. The introduction of code-based design practices in the design studio has altered this balance, introducing new models of joint authorship and new ways for individuals to contribute to co-authored projects. This paper presents a case study describing four design studios in a higher education setting that used code as a tool for generating architectural geometry. The format of the studios encouraged the students to reflect critically on their role as authors and to creatively address the multiple opportunities for shared authorship available with code-based production. The research question addressed in this study involved the role of code-based practices in altering the model of architectural education in the design studio, in particular the role of visual representations of a code-based design process in the production of shared knowledge

    The Social Media Instructional Design Model: A New Tool for Designing Instruction Using Social Media

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    Social media is a pervasive force in the lives of 21st century learners. Social media offers a user experience that encourages students to create and share new content while enabling communication unlike any other learning technology. In this paper, we explore how learning with social media could be more effective by leveraging appropriate learning theory and instructional design. We begin with examples of how social media is currently being used in educational contexts, and then review the available research that investigates the connections between social media and education. To understand how social media may be better utilized for learning, we also identify social media’s unique learning affordances and established learning theories that complement those affordances. Finally, we present a preliminary model for designing learning using social media

    E-LEARNING AND DESIGN PRACTICE. Tools and methods for professional learning of strategic design approach

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    The aim of this paper is to present a new methodology in teaching the strategic design approach combining e-learning with practice activities in a unique process of learning experience. Design is moving its domain area close to the management of the innovation and the company strategy. In this new framework strategic design is a mind-set that drives to answer to the social, economic, environmental challenges. Designers can improve their capacity do adopt this mind-set to be able to operate in this complex context also using specific tools and design methods to understand the user experience and to co-design new solutions. These methods are various and can be taught and learned through various education experiences; a wide range of topics in a constantly changing world render designers as lifelong learners. This new professional framework need a continue learning process that designers need to follow to empower skills, competences, knowledge and abilities. Trough a research activity with a pilot experience, a new teaching methodology has been tested in international high training courses and partially in a training program included in a European project

    Building Bridges to Algebra through a Constructionist Learning Environment

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    Context: In the digital era, it is important to investigate the potential impact of digital technologies in education and how such tools can be successfully integrated into the mathematics classroom. Similarly to many others in the constructionism community, we have been inspired by the idea set out originally by Papert of providing students with appropriate “vehicles” for developing “Mathematical Ways of Thinking.” Problem: A crucial issue regarding the design of digital tools as vehicles is that of “transfer” or “bridging” i.e., what mathematical knowledge is transferred from students’ interactions with such tools to other activities such as when they are doing “paper-and-pencil” mathematics, undertaking traditional exam papers or in other formal and informal settings. Method: Through the lens of a framework for algebraic ways of thinking, this article analyses data gathered as part of the MiGen project from studies aiming at investigating ways to build bridges to formal algebra. Results: The analysis supports the need for and benefit of bridging activities that make the connections to algebra explicit and for frequent reflection and consolidation tasks. Implications: Task and digital environment designers should consider designing bridging activities that consolidate, support and sustain students’ mathematical ways of thinking beyond their digital experience. Constructivist content: Our more general aim is to support the implementation of digital technologies, especially constructionist learning environments, in the mathematics classroom

    From start to finish: Examining the interplay of reasoned action theory and constructivism as they mutually inform an instructional development effort

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    Thesis (PhD) - Indiana University, School of Education, 2007This effort examined the interplay of reasoned action theory and constructivist epistemology as they mutually inform an instructional development effort to decrease the prevalence of pressure ulcers and their associated sequelae in home health care. The effort is framed by the point of view, drawn from health behavior theory, that, barring external barriers, behavior occurs when people know what to do, know how to do it, and, in fact, want to do it. Moreover, in terms of wanting to do something, behavior can be predicted from people's intentions to engage in the behavior, attitudes toward the behavior, perceived norms regarding the behavior, and perceived control over the behavior. This framework becomes richer when behavior and behavioral change are considered from an epistemological perspective that views individuals as active makers of meaning, as creators of personal stories. These dynamic personal narratives are influenced by experience and in turn influence interpretation of experience; they guide behavior, and they provide an explanation for it. From this perspective, for behavior to be understood, and behavior change to be fostered, researchers and developers need to find ways to understand, connect with, and influence personal narratives. Guided by reasoned action theory, beliefs and associated psychosocial constructs regarding pressure ulcer preventive care were determined through elicitation and survey studies among home healthcare providers. This data, along with factual and procedural objectives identified in conjunction with subject matter experts, was used within a constructivist framework to inform the design of an instructional video. The video was evaluated in a between-within design with multiple dependent variables. Significant differences in learning were observed, with those viewing the video demonstrating greater gains on measures of knowledge, on multivariate composite of psychosocial variables, and on perceived control. No differences in intentions, attitudes, or perceived norms were observed. Those viewing the video rated it highly on measures of consumer satisfaction. The results of each stage of the effort are discussed individually and overall. The roles of reasoned action theory and the constructivist epistemological framework are discussed individually and as they mutually affect one another. Implications for other instructional intervention efforts are drawn

    Intramural, collaborative learning systems

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    This thesis focuses on three related concepts: problem-based collaborative learning; the use of multimedia tools in learning systems; and participatory design as a software engineering methodology to create multimedia tools to be used in learning systems. A literature review of the three areas is followed by an overview of the pedagogical, technological, and business trends that affect the direction of innovation in education, including problem-based learning. A discussion of a software engineering project to develop a multimedia application that enhances the learning of geography skills and puts the programming, interface design and multimedia systems capabilities of college students into action ensues. The project results are presented, and suggestions for future research are proposed
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