20,783 research outputs found
Global Teamwork: A Study of Design Learning in Collaborative Virtual Environments
With the recent developments in communication and information technologies, using Collaborative Virtual Environments (CVEs) in design activity has experienced a remarkable increase. In this paper we present a collaborative learning activity between the University of Sydney (USYD), and the Istanbul Technical University (ITU). This paper shares our teaching experience and discusses the principles of collaborative design learning in virtual environments. Followed by a study on students’ perception on the courses and collaborative learning in both universities, this paper also suggests future refinements on the course structure and the main areas of collaborative design learning.
Keywords:
Collaborative Design; Collaborative Virtual Environments; Design Teaching And Learning</p
Transforming pedagogy using mobile Web 2.0
Blogs, wikis, podcasting, and a host of free, easy to use Web 2.0 social software provide opportunities for creating social constructivist learning environments focusing on student-centred learning and end-user content creation and sharing.
Building on this foundation, mobile Web 2.0 has emerged as a viable teaching and learning tool, facilitating engaging learning environments that bridge multiple
contexts. Today’s dual 3G and wifi-enabled smartphones provide a ubiquitous connection to mobile Web 2.0 social software and the ability to view, create, edit,
upload, and share user generated Web 2.0 content. This article outlines how a Product Design course has moved from a traditional face-to-face, studio-based learning
environment to one using mobile Web 2.0 technologies to enhance and engage students in a social constructivist learning paradigm.
Keywords: m-learning; Web 2.0; pedagogy 2.0; social constructivism; product desig
A case study in online formal/informal learning: was it collaborative or cooperative learning?
Developing skills in communication and collaboration is essential in modern design education, in order to prepare students for the realities of design practice, where projects involve multidisciplinary teams, often working remotely. This paper presents a learning activity that focusses on developing communication and collaboration skills of undergraduate design students working remotely and vocational learners based in a community makerspace. Participants were drawn from these formal and informal educational settings and engaged in a design-make project framed in the context of distributed manufacturing. They were given designer or maker roles and worked at distance from each other, communicating using asynchronous online tools. Analysis of the collected data has identified a diversity of working practice across the participants, and highlighted the difficulties that result from getting students to work collaboratively, when not collocated. This paper presents and analysis of participants’ communications, with a view to identify whether they were learning collaboratively, or cooperatively. It was found that engaging participants in joint problem solving is not enough to facilitate collaboration. Instead effective collaboration depends on symmetry within the roles of participants and willingness to share expertise through dialogue. Designing learning activities to overcome the challenges that these factors raise is a difficult task, and the research reported here provides some valuable insight
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Making meaning: developing an understanding of form in distance design education
Design education throughout the world provides students with a variety of experiences that help them develop an understanding of form and shape. The conventional model of such education requires students to participate in studio and workshop-based projects to develop skills through the creation of models and prototypes. However, with the increase in distance education worldwide we need to explore new ways for students to create and manipulate form remotely. This paper presents new work at the Open University, UK which set out to engage design students in form-making from a distance. Participants were given access to technical and design support that took rough sketches of chair designs and converted these into tangible scale models which were mailed back to the students. Several cycles of this activity generated data on how such supported modelling activity stimulated students' creative ability, design knowledge and motivation. This paper proposes new priorities for distance design education
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E-learning – Who? What? Where?
This paper considers case studies of experience in distance-learning environments from the UK's Open University, two having successfully utilised e-learning, and a third which is at the proposal stage, requiring e-learning facilities which are not yet well-developed. Some of the lessons learned are described and the potential role of the world-wide web briefly assessed. The paper also
considers how a future strategy for collaboration amongst East and West European Universities and commercial organisations might be developed
Serious interface design for dental health: Wiimote-based tangible interaction for school children
This paper describes a camera-based approach towards creating a tangible interface for serious games. We introduce our game for dental health targeted at school children which implements the Nintendo WiiMote as infrared camera. Paired with a gesture-recognition system, this combination allows us to apply real-world items as input devices. Thereby, the game tries to address different aspects of dental hygiene along with the improvement of children's motor skills. In our focus group test, we found that tangible interfaces offer great potential for educational purposes and can be used to engage kids in a playful learning process by addressing their childlike curiosity and fostering implicit learning
Facilitating social constructivist learning environments for product design Students using social software (Web2) and wireless mobile device.
It is well understood and has been well documented that there is much to gain by using social software in creating
collaborative learning communities. However little is known about using a context independent interactive collaborative
environment with an emphasis upon sharing, ease of use, customization and personal publishing (MobileWeb2). This paper
describes an innovative and integrated MobileWeb2 technology in a product design live project setting, that assists product
designers to solve a real problem to serve a real client. Students and teaching staff use a smartphone to capture design decisions
and prototypes and collate and share these via an online eportfolio. From the data collected from staff/students
surveys it was found that this method provided a stimulating collaborative environment that develops personal skill to bring
out their latent creativity in such a way that these will become part of their project. Opportunities for mobile web2 product
design projects are outlined. The logistics of providing access to appropriate hardware and software for all students are
also discussed
Minimum game plans : eco-design and low-tech fabrication in studios
This paper looks at eco-design and low-tech fabrication in studio
A framework for design engineering education in a global context
This paper presents a framework for teaching design engineering in a global context using innovative technologies to enable distributed teams to work together effectively across international and cultural boundaries. The DIDET Framework represents the findings of a 5-year project conducted by the University of Strathclyde, Stanford University and Olin College which enhanced student learning opportunities by enabling them to partake in global, team based design engineering projects, directly experiencing different cultural contexts and accessing a variety of digital information sources via a range of innovative technology. The use of innovative technology enabled the formalization of design knowledge within international student teams as did the methods that were developed for students to store, share and reuse information. Coaching methods were used by teaching staff to support distributed teams and evaluation work on relevant classes was carried out regularly to allow ongoing improvement of learning and teaching and show improvements in student learning. Major findings of the 5 year project include the requirement to overcome technological, pedagogical and cultural issues for successful eLearning implementations. The DIDET Framework encapsulates all the conclusions relating to design engineering in a global context. Each of the principles for effective distributed design learning is shown along with relevant findings and suggested metrics. The findings detailed in the paper were reached through a series of interventions in design engineering education at the collaborating institutions. Evaluation was carried out on an ongoing basis and fed back into project development, both on the pedagogical and the technological approaches
Engaging students with mobile web2.0.
Abstract: Blogs, wikis, podcasting, and a host of free, easy to use web2.0 social software provide opportunities for creating social constructivist learning environments focusing upon student-centred learning and end-user content creation and sharing. Building on this foundation, mobile web2.0 has emerged as a viable teaching and learning environment, particularly with the advent of the iPhone (Nicknamed “the Jesus phone” (Goldman, 2007)) and iPod Touch. Today’s wifi enabled smartphones provide a ubiquitous connection to mobile web2.0 social software and the ability to view, create, edit and upload user generated web2.0 content. This paper outlines how mobile web2.0 technologies can be harnessed to enhance and engage students in a social constructivist learning environment. Examples of student and teaching staff feedback are drawn from several mobile learning trials that have been conducted at Unitec New Zealand. Additionally the presentation will involve mobile web2.0 demonstrations and facilitate a discussion around the practicalities of integrating and supporting mobile web2.0 within a tertiary course
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