6,732 research outputs found

    ICT in schools : the impact of government initiatives : secondary design and technology

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    Development and Evaluation of E-Learning Module in 3D Homes Designing

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    The primary purpose of this research is to develop an e-learning module for 3D Home Designing and assess the value of the instructional materials to the student's user. The pandemic forces our educational system to change to remote instruction, and the construction of the electronic module is crucial because there are no existing materials that focus primarily on 3D home design. Fifty (50) students enrolled in CAD courses tested the E-learning program. The mean and standard deviation were calculated using descriptive quantitative statistics in this investigation. The content of the e-learning program was evaluated using a survey questionnaire. In addition, the questionnaire requested input on the e-module. Following that, adjustments were made. The E-module is a helpful instrument in teaching 3D Homes Designing that encourages self-directed learning and direct application of knowledge

    IDATER online conference: graphicacy and modelling 2010

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    IDATER online conference: graphicacy and modelling 201

    Master\u27s Thesis and Field Study Abstracts, July 1998-June 2000

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    This publication, the fifteenth in a series which began in 1957, contains the abstracts of Master\u27s Theses and Field Studies completed by graduate students of St. Cloud State University. The bulletin contains those theses and field studies completed during the period from July of 1998 through June of 2000. A bound copy of each thesis or field study is on file in the James W. Miller Learning Resources Center, which houses the library on this campus. The library copy of each thesis and field study is available for use on an interlibrary loan basis. Copies of this bulletin may be obtained from the Office of Graduate Studies, 121 Administrative Services, St. Cloud State University, 720 S. Fourth Avenue, St. Cloud, Minnesota, 56301-4498

    Educating Urban Designers using Augmented Reality and Mobile Learning Technologies / Formación de Urbanistas usando Realidad Aumentada y Tecnologías de Aprendizaje Móvil

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    El presente artículo describe una experiencia educativa usando Realidad Aumentada (RA) en dispositivos móviles para el aprendizaje de conceptos de diseño urbano en estudiantes del Grado de Arquitectura. A tal efecto, se ha diseñado un ejercicio práctico sobre la casuística de un proyecto real, donde los estudiantes deben diseñar una escultura para una plaza pública en función de los parámetros del entorno, debiendo controlar sus parámetros, la forma, escala, localización, materiales, etc. El ejercicio se visualiza y controla mediante plataformas móviles de RA, lo que permite enfatizar un aprendizaje colaborativo mediante el estudio de las propuestas del resto de estudiantes in situ. Para la evaluación del proceso, tanto a nivel de usabilidad como de mejora del proceso educativo, hemos dividido a los estudiantes en dos grupos: uno primero de control, que cursó un sistema tradicional de la asignatura en base a ejercicios de laboratorio, y un grupo experimental, que utilizó el sistema descrito en la ubicación real del proyecto. Al final del curso, y en base a los resultados obtenidos y discutidos en el presente artículo, el grupo experimental obtuvo mejores notas finales, al mismo tiempo que se constata un incremento en el grado de satisfacción y motivación de los estudiantes que han utilizado la propuesta experimental. Este aspecto nos permite reafirmar la utilidad del método en la mejora educativa en el ámbito donde se circunscribe la experiencia.Postprint (author's final draft

    Insights from Two Decades of P-12 Engineering Education Research

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    The 21st century has seen a growing movement in the United States towards the adoption of engineering and technology as a complement to science education. Motivated by this shift, this article offers insights into engineering education for grades P-12, based on a landscape review of 263 empirical research studies spanning the two decades from January 2000 to June 2021. These insights are organized around three core themes: (1) students’ understandings, skills, and attitudes about engineering and technology; (2) effective methods of P-12 engineering education; and (3) benefits of P-12 engineering education. The insights are captured in the form of evidence-based claims summarized as a set of ten findings. The findings start with the recognition that students at all age levels in the United States—though not in many other countries—have narrow conceptions of technology and engineering. A key finding is that for students to pursue science, technology, engineering, and mathematics (STEM) fields, it is important to develop their interest at an early age. Several findings address effective strategies for engaging students in engineering, both in schools and in afterschool and summer programs. These include generalizable teaching methods suitable across a wide range of educators and students, as well as topical approaches around specific themes such as the design of robots, or biomedical devices. One of the most encouraging findings is that multiple methods have successfully addressed a major social inequity: improving the attitudes, STEM skills, and career aspirations of girls, students of color, and students from low-income families. The last group of findings addresses the benefits of engineering education including not only increased knowledge and skills, but also lifelong skills such as teamwork, communication, and creativity, as well as persistence, motivation, self-confidence, and STEM identity. We hope that these insights may be of value to researchers, educators, administrators, and policy leaders

    Teacher Educators\u27 Computer Technology Integration At Utah State University

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    The purpose of this research is to develop a deep understanding of Utah State University teacher educators\u27 perceptions and lived experience with computer technology integration. Ten methods course instructors in secondary education participated. Data were collected using the phenomenological research method: (1) conducting one-on-one in-depth interviews, (2) classroom observations of the four participants, and (3) examining artifacts, such as syllabi and presentation evaluation forms used by the participants. The findings of this research show that the subjects regard computer technology as a powerful instructional tool. They also realize it is important to prepare preservice teachers with computer technology for their future careers. The study analyzes the positive and negative aspects of using computer technology in teaching and personal experiences, and how these influence the participants\u27 computer technology integration. The results indicate four types of computer technology integration among the teacher educators: (1) Advanced Users, (2) Technical Users, (3) Reluctant Users, and (4) Resisters, as well as some advantages and disadvantages of using computer technology in educational settings. Based on the findings of the research, some strategies are suggested to improve the teacher educators\u27 computer technology integration at Utah State University. These suggestions include aspects such as amending training procedures and building a supportive environment in the teacher educators\u27 professional development. Future research perspectives are also proposed at the end of the dissertation

    The Importance of Computer-aided Courses in Architectural Education

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    AbstractIntensive technology usage in education has been increasing in every field recently. Because computer based visual technology has been developing and becoming the most popular trend in the recent years. In addition to these decreasing prices of the computer based systems make this trend more attractive. Architectural education is one of the most difficult and expensive education and based on visual material. That's why computers and complicated software usage in architectural education has increased dramatically. Using these software, an architecture student can perform his/her project design spending less energy-time but more realistic. But the disadvantage of these systems is to make students computer addicted and design their project without creativity. This paper aims to study advantages and disadvantages of this trend and to find a balance level. According to this concept, courses in architectural design are investigated. What kind of computer systems and software use in education is searched? Based on response of students, the advantages and disadvantages of this trend are studied
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