3,022,840 research outputs found
Online learning for design students
This paper describes the development of a Web‐based learning resource for Design students at De Montfort University, and presents the results of a study to investigate the effectiveness of this system. Some issues regarding further improvements to the online resource are also discussed
Instructional Design for Students with Visual Impairments in English Learning
Mastering English has become one important skill for students in higher education, especially in university level. As the impact, every university provides English program for students in the faculty or language center. However, not every student can master English fast, for example: students with visual impairments. Students with visual impairment are a group of students who have visual problem; either it is low vision or blind. Students with visual impairment need different approach in learning English. This condition motivates lectures to adapt specific instructional design to support classroom activities. There are 4 important components in designing instructional design for students with visual impairment, such as students' characteristics, learning objective, method and assessment. The design should be adapted to fully support their inclusion in the classroom. By designing instructional design for students with visual impairments, it is expected that they will be able to comprehend the material and to increase their motivation in learning English. This paper aimed to understand appropriate instructional design for students with visual impairment. This paper also provides study cases in Inclusion English Class at university level where students with visual impairment and sighted students study at the same classroom. By discussing this issue, it is expected that every lecture recognize basic characteristics of students with visual impairment and choose the appropriate instructional design to accommodate all character of students
System Design Acceptance New Students of Pondok Pesantren Al-mukhlishin
Pondok pesantren AL-MUKHLISHIN is one institution who are aware of the matter,
so that more students are applying to the age of the institution aware of Pondok
Pesantren AL-MUKHLISHIN, so the system acceptance of new students at the time
of application so far is less effective and less efficient. With the system that created it
can solve the problem
Ethics – research, engineering, design… they’re all the same aren’t they?
This paper considers how and to what extent product design ethics is understood by professionals in design practice and undergraduate students of product and engineering design and how, if at all, design ethics differ from engineering and/or research ethics. This paper reports on a study carried out at Bournemouth University with undergraduate students of Engineering Design and Product Design and with design professionals via the Institution of Engineering Designers. As part of their final year project work all undergraduate students at Bournemouth University are required to comply with the Bournemouth University Research Ethics Code of Practice [9] which means that students are aware of ethical principles in general and the study explored the extent to which students understand them in relation to design. The study also used the ‘LinkedIn’ discussion forum to get the perspective of design practitioners. The paper concludes that designers do seem to share a broadly common understanding of design ethics and that the main difference with design ethics is in the scope, complexity and the human interface. A definition of product design ethics is presented and the essence of a Statement of Principles for product design ethics proposed
Helping design educators foster collaborative learning amongst design students
This paper discusses the development of online teaching resources that enable design educators to foster collaborative learning amongst students in the design disciplines. These online teaching resources will be made available through the Design Collaboration website. This website was recently set up by Northumbria University, a UK based institution, to provide an online resource for design educators wishing to develop collaborative pedagogies in design education. It currently contains case studies of collaborative student projects but lacks practical teaching resources. As a result, a research project was set up to compliment the current case studies by creating a suite of design-specific tools and resources that will help foster team management and development. Although various institutions have addressed the subject of group work and collaborative learning, there has been no online resource dedicated to the development of practical teaching tools to help design students work and learn together.
This paper focuses on showcasing the range of teaching tools and resources developed through classroom-based trials. These resources have been developed specifically in consultation with Northumbria University's design educators and trialled with undergraduate and postgraduate students from different design disciplines. In addition, issues surrounding the translation of these tools into a practical, easy to use and accessible in an online format is discussed. The Icograda World Design Congress 2009 Education Conference is the ideal international platform to share these tools with the wider design education community. More importantly, we hope to grow the website by encouraging other design educators to submit case studies to the website, using it not only as a means of sharing good practice but also as a tool for reflection.
The research value is two-fold (a) translating implicit knowledge of collaborative learning into a practical teaching resource and, (b) helping tutors improve their teaching practice, by linking the teaching resource to real experiences through case studies and interviews
Using an animal group vigilance practical session to give learners a ‘heads-up’ to problems in experimental design
The design of experimental ecological fieldwork is difficult to teach to classes, particularly when protocols for data collection are normally carefully controlled by the class organiser. Normally, reinforcement of the some problems of experimental design such as the avoidance of pseudoreplication and appropriate sampling techniques does not occur until students conduct individual project work. Here, a practical session is described where students collect data on the vigilance of grazing animals, following a protocol that allows them to make typical mistakes in experimental design that are then discussed in class. Being able to explore these problems with a group of students could give valuable training in experimental design before students conduct individual projects, and therefore would be recommended as early training on fieldcourses, or as a preliminary exercise for honours projects.The design of experimental ecological fieldwork is difficult to teach to classes, particularly when protocols for data collection are normally carefully controlled by the class organiser. Normally, reinforcement of the some problems of experimental design such as the avoidance of pseudoreplication and appropriate sampling techniques does not occur until students conduct individual project work. Here, a practical session is described where students collect data on the vigilance of grazing animals, following a protocol that allows them to make typical mistakes in experimental design that are then discussed in class. Being able to explore these problems with a group of students could give valuable training in experimental design before students conduct individual projects, and therefore would be recommended as early training on fieldcourses, or as a preliminary exercise for honours projects
Teaching the YouTube generation: exploring the benefits of an interactive teaching approach in sustainable product design
This paper presents findings from a doctoral study, which investigated effective methods for teaching social sustainability within product design courses in British and Irish universities. Specifically exploring, how to foster a holistic understanding of the social aspects of sustainable product design amongst undergraduate and postgraduate students, through design thinking. Perceived relevance is considered as a fundamental aspect in enabling students to engage deeply with sustainability [1]. Authors [2;3;4] note that 'Net Generation' learners have specific learning preferences that can be targeted in order to improve the students learning experience. Through the careful design of materials which build upon the students tendency towards visual learning and seeking increase relevance and motivation, by offering opportunities for collaborative learning and learning through discovery. Three 'Rethinking Design' workshops were designed and developed as part of a doctoral study to introduce students to the wider social aspects of sustainability and these were conducted in five universities in Britain and Ireland. The workshops featured visually rich audio visual introductions followed by collaborative group based mind mapping activities, which were successful in fostering deep learning by facilitating learning through discovery, critical reflection, peer learning and creativity leading to an exploration of design thinking solutions
Should students participate in curriculum design? Discussion arising from a first year curriculum design project and a literature review
This paper outlines some of the findings from a QAA (Scotland) funded project exploring first year curriculum design (Bovill et al. 2008). Whilst many examples exist of curricula being designed in ways to engage first year students, there are fewer published examples of active student participation in curriculum design processes. In the current higher education context where student engagement in learning is emphasised (Carini et al, 2006), this paper asks more generally whether students should be actively participating in curriculum design.
In order to answer this question, several elements of the project findings are explored: student views gathered in focus groups; staff views collected in workshops; and the case studies where students were actively involved in curriculum design. The data are examined for lessons that inform the debate about whether students should be participating in curriculum design, in first year and at other levels. Alongside these findings, relevant literature is critiqued in order to ascertain the desirability and feasibility of adopting curriculum design approaches that offer opportunities for active student participation
Using Remote Access for Sharing Experiences in a Machine Design Laboratory
A new Machine Design Laboratory at Marquette University has been created to foster student exploration and promote “hands-on” and “minds-on” learning. Laboratory experiments have been developed to give students practical experiences and expose them to physical hardware, actual tools, and design challenges. Students face a range of real-world tasks: identify and select components, measure parameters (dimensions, speed, force), distinguish between normal and used (worn) components and between proper and abnormal behavior, reverse engineer systems, and justify design choices. The experiments serve to motivate the theory, spark interest, and promote discovery learning in the subject of machine design.
This paper presents details of the experiments in the Machine Design Laboratory and then explores the feasibility of sharing some of the experiences with students at other institutions through remote access technologies. The paper proposes steps towards achieving this goal and raises issues to be addressed for a pilot-study offering machine design experiences to students globally who have access to the internet
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