17,107 research outputs found
Design Studios in Instructional Design and Technology: What Are the Possibilities?
Design studios are an innovative way to educate Instructional Design and Technology (IDT) students. This article begins by addressing literature about IDT design studios. One conclusion from this literature is that IDT studios have been theoretically conceptualized. However, much of this conceptualization is insular to the field of IDT and only narrowly considers studio pedagogy. This insularity and narrowness is odd, given both that design studios inherently are borrowed from other disciplines and pedagogy is a focus within IDT. Thus, this article identifies and analyzes the purposes of design studios as considered in other disciplines and through disparate lenses. These purposes can serve as the basis of prescriptive pedagogy
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Learning design â making practice explicit
New technologies have immense potential for learning, but the sheer variety possible also creates challenges for learners in terms of navigating through an increasingly complex digital landscape and for teachers in terms of how to design and support learning interventions. How can learners and teachers make informed decisions about what technologies to use in the design and support of learning activities? This presentation will consider this question and present a new methodology for design â 'learning design', which aims to shift the creation and support of learning from what has traditionally been an implicit, belief-based practice to one that is explicit and design based. Learning design research at the Open University, UK has included the development of a set of conceptual design views, a tool for visualising designs (CompendiumLD) and a social networking site, for sharing and discussing learning and teaching ideas and designs (Cloudworks). An overview of this work will be provided, along with a discussion of the perceived benefits of this new approach to educational design
Design Ideas, Reflection, and Professional Identity: How Graduate Students Explore the Idea Generation Process
Within design thinking, designers are responsible for generating, testing, and refining design ideas as a means to refine the design problem and arrive at an effective solution. Thus, understanding oneâs individual idea generation experiences and processes can be seen as a component of professional identity for designers, which involves the integration of knowledge, action, and being in support of the professional self. Using written journal responses from graduate students in an introductory course in instructional design, this study explored how students used reflection to reconstruct experiences relating to the emergence of design ideas. Findings indicate that students were able to use reflection in support of professional identity development concerning design ideas, although attention to emotional aspects was lacking and many struggled to move from descriptive writing to meaning-making. Implications for professional identity development for designers and for future research are discussed
Using pattern languages to mediate theoryâpraxis conversations in design for networked learning
Educational design for networked learning is becoming more complex but also more inclusive, with teachers and learners playing more active roles in the design of tasks and of the learning environment. This paper connects emerging research on the use of design patterns and pattern languages with a conception of educational design as a conversation between theory and praxis. We illustrate the argument by drawing on recent empirical research and literature reviews from the field of networked learning
Exploring Dynamics between Instructional Designers and Higher Education Faculty: An Ethnographic Case Study
This study concentrated on individual and team traits of an instructional design team in the presence of a robust relationship between the team members and faculty at a southeast state university in U.S.A. Three exploratory themes emerged from the interpersonal dynamics observed in this qualitative inquiry: (1) expertise, (2) work motivation, and (3) team culture. Preliminary results first suggested that professionalism with a mix of task mental models, assertiveness, and proactivity be implanted in the instructional designers. Then, instructional designersâ growth and survival needs allow for active learning and continuous reflection on curriculum development and instruction delivery in the e-Learning business. Next, loose-tight leadership, collective cognition, and collegiality are rooted in the team culture as the instructional design team becomes established. Implications and recommendations were discussed in the research study
What lessons can be transferred to higher education learning landscapes from the leadership, governance and management processes of school design projects?
This review reports experiences from the schools sector in involving stakeholders in the processes of managing school building design. Its aim was to see if any of this could offer guidance for higher education as their learning landscapes are reconceptualised. School architects and designers have gradually accepted grater stakeholder involvement especially from pupils and to a lesser extent from teachers and many innovative ways have been found to make their participation authentic. These could be adapted in higher education together with teacher education in new pedagogies and better liaison with governors
A Quasi-Linear Model Of Design Cognition
The continuum of human learning has been the subject of research by behaviourists, cognitivists, constructivists and lately by neural scientists among others. The style and order of learning have also been identified, notably by Benjamin Bloom et al (1956) and Gagne and Briggs (1992). Skills-learning has been the subject of attention in competency-based learning strategies. Yet another milestone in the continuum of learning is to be innovative and creative, which enables a learner to conceive and design new objects and concepts. Design cognition is an under-explored faculty of humankind. Human capability to design appears to be a complex phenomenon influenced by several factors, implicitly or explicitly, such as socio-educational background, learning to think innovatively, interaction with innovators and creators, exercising initiative, experimenting with new ideas, creating designs with confidence and finally moving into seeking design patents and making commercial use of design. In this paper the authors develop first a linear model of acquiring design capability and then modify it to a quasi linear model after validation by interaction with a sample of design students and design professionals through analysis and reflection on questionnaire responses with both qualitative and quantitative data. The proposed model promises to be a useful tool for design educators in several overlapping areas of design
Social Justice and the Arts
This document is designed to provide a concise, but representative sampling of the many arts programs, projects, networks, and individuals involved in creative, progressive change in their diverse communities. The purpose of this examination is to provide information to enhance the creative work of the Open Buffalo Arts Network as the initiative moves forward. Not meant as an exhaustive list of relevant places to study, this report represents a variety of small and large organizations that are currently addressing issues of justice and opportunity, worker equity, and high road economic development, and similar topics. The programs or policy organizations in this document are arranged by listing first those potentially the most useful to Open Buffalo or like-minded organizations. However, all the programs listed have interest as creative, purposeful, and sometimes âout of the boxâ ways to advance social justice and the arts
Computer-Based Instructional Systems Design Tools: Current State And Implications For The Future
This study examines the current state of computer-based instructional systems design (ISD) tools and outlines its implications for the future. The study utilizes the grounded theory methodology to capture and document modern instructional designers\u27 perspectives regarding the current state of ISD tools, the issues associated with them, and their interrelationships. The study also presents a framework for classifying modern ISD tools and a conceptual prototype of a designer-oriented system of computer-based ISD tools
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