251 research outputs found

    Break it! till you Make it!

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    Break it till you Make it explores the democratization of digital project-based learning with children ages 7-11. Using elementary schools and community centers in Toronto as a case study, this project looks at how we can dramatically lower the cost of digital project-based learning when classes sizes of 30 are commonplace. The research investigated the current trends in digital education, and how digital project-based education fosters the 4 Cs: creativity, critical thinking, communication and collaboration. Finally, the research documented the process of building a low-cost mobile makerspace, cost-effective workshops and participant feedback. The result showed the dramatic reduction of cost per child for digital learning and the scalability of the workshops. The overarching methodology used was action-based and incorporated mixed methods to design the workshops. Staff and volunteers participated as facilitators and co-participants. Lastly, the project provides a new lens by which to look at digital making, by using accessible materials and crafting tools

    KEMAMPUAN MENYUSUN ALAT EVALUASI HASIL BELAJAR DITINJAU DARI DISIPLIN GURU DAN MOTIVASI BERPRESTASI PADA SMK SWASTA DI JAKARTA SELATAN

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    This research aims to discover and analyze empirically ability to prepare an evaluation tool of learning outcomes in terms of teacher discipline and achievement motivation. Affordable population in this study was the teachers ofsocial studies in the schools wich amoun to N=135 and selected a random sampel n=30 teachers of social science. Research method used was a survey with correlation and regression analysis. Data obtained from the questionnaires to the respondents, the discipline teacher professional achievement motivation and the ability to prepare an evaluation tool of learning outcomes. Results show there are significant teacher discipline and achievement motivation are together on the ability of crafting tools evaluation of learning outcomes in social sciences fields of study. This can be proved by calculating the value of f = 5.986 and sig. 0.007 <0.05. Then there is also a disciplinary effect on the ability of teachers (X1) prepare an evaluation tool and significant learning outcomes (Y) this can be proven with t count = 2.411 and sig. = 0.023 < 0.05. Furthermore, there is no significant effect of achievement motivation (X2) on the ability of crafting tools evaluation of learning outcomes (Y). This can be proved t = 1.577 and sig. = 0.126> 0.05.Key words: ability to prepare an evaluation tool of learning outcomes, teacherdiscipline, achievement motivatio

    Accounting for an encounter involving a social worker and man with learning disabilities and crafting tools for ethical social work practice

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    This article critically reads a social encounter in which a social worker and a middle-aged man with learning disabilities are implicated. To do so, I draw upon ideas and approaches associated with anthropology and the sociology of everyday life to expose invisible, or invisibilised, dimensions of social interaction which may, otherwise, be obscured, backgrounded, and perhaps even concealed by virtue of their ‘thereness’. Through the prisms afforded by these disciplinary lenses, a seemingly ordinary, and unspectacular, social encounter may be regarded in the context of everyday life alongside learning disability, as registering/generating multiple forms of language, and as being inescapably saturated in multifaceted forms of power. Because these disciplinary tools may help map not only the particular social encounter to which this article is concerned but also social interactions more generally, they constitute useful resources, to be cultivated, or crafted, for ethical social work practice

    Orchestrating invention activities through teacher’s multilayered work

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    The concept of orchestration describes the teacher’s multilayered work across several learning activities when supporting students’ invention learning processes. This chapter defines the theoretical basis for orchestrating the students’ activities in the nonlinear invention process. The theme is viewed from the perspective of orchestration design and dynamic orchestration. Finally, the orchestration solutions are illustrated by comparing differently set invention projects in cognitively diverse classrooms. The purpose is to recognize the ways of working that may help all kinds of students to participate in invention pedagogy processes.Peer reviewe

    Speculative tinkering on circular design materials through 3D printing

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    Despite the spread of new circular materials and digital technologies, designers’ awareness of how to practically implement them is not fully achieved yet. Therefore, new ways to foster digital craftsmanship skills and experiential knowledge should be implemented. This contribution aims to reflect on digital technologies, especially 3D printing, in speculative design approaches with circular materials through the development of the materials library from the FiberEUse research project. This “materials and product library system” is an adaptive experiential tool that goes beyond merely collecting physical materials samples. It also includes possible products, speculative applications, and non-textual content, merging physical and virtual learning experiences. Its physical section comprises a materials library with flat samples of the materials and a product library with applications or cut-offs of some meaningful details of products. By analyzing the library’s development path, three incremental phases emerge in terms of interaction with circular materials and 3D printing for speculative approaches: experiencing materials, technology, and products. The first phase aims to preliminary explore the potential and qualities of materials through traditional craftsmanship skills. The second phase deals with the first experimentations with the technology, understanding the limits and influence on the expressive-sensorial qualities. The third phase is oriented toward new applications, investigating the possible outcomes from a formal point of view. As a synthesis, the tinkering process emphasizes the active role of experiential tools in spreading the use of circular materials and digital technologies, helping acquire new skills through an experiential approach. It also adds a further level to the exploitation of materials libraries, paving the way for new possible uses, i.e., distributed replication, participation, and implementation. As a result, materials libraries assume a more active role in the experiential knowledge transfer even during their development, representing a practical path to building new skills. Hence, a new model of materials libraries may emerge as a replicative learning and speculative design tool

    Insights into the Late Mesolithic toolkit: use-wear analysis of the notched blades. Case-studies from the Iberian Peninsula

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    During the last decades we have gained a considerable amount of data about the Mesolithic lithic toolkit in the Western Mediterranean. A large set of instruments probably existed for a variety of pur-poses: foraging practices (both hunting and fishing), food processing, crafting activities, etc. Dispos-able tools, scarcely elaborated, coexisted with formal and more complex instruments, often com-posed of multiple parts and realized on a variety of raw-materials (e.g. stone, shell or bone inserts; bone or wood hafts, etc.). In this paper we will consider one particular type of tool that appears in the Western Mediterranean starting from the Seventh-Sixth millennia BC: the notched and denticulated blades. We will consider and interpret from a functional viewpoint materials from five different Late Mesolithic contexts: the Cocina Cave and Vallmayor IX in the NE of the Peninsula, Artusia rock-shel-ters in Navarre and Atxoste and Mendandia rock-shelters in the Basque country

    Learning Product Quality and Manufacturing Processes Through Hands on Learning: Introducing Gaming into the Fashion Classroom

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    The purpose of this activity was to integrate active learning into the teaching of apparel product manufacturing and quality assurance in the classroom based on Wang\u27s (2004) Total Quality Management game design previously implemented in the teaching of mechanical engineering. The students completed a two day hands on activity designed to mimic the production of a small functional product. Students were split up into five groups: four groups serving the role of manufacturers, and one group serving as the customer group. Over the course of two class sessions the students designed a unique product based on customer requests, developed a production line, and executed finished products to present to the customer for evaluation. One group was selected as the winning team
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