258,793 research outputs found

    On the enterprise modelling of an educational information infrastructure

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    In this report, we present the outcomes of exercising a design trajectory in respect of the modelling of an educational information infrastructure. The\ud infrastructure aims to support the organisation of teaching and learning activities, independently of any particular didactic policy. The design trajectory focuses on capturing invariant structures of relations between entities in educational organisation into Enterprise object models that underlie the design of the intended educational infrastructure.\ud An early-developed prototype of the infrastructure has emphasised the need for an Educational Model Space to determine the modelling and problem domain context apriori to modelling. In this space, educational requirements have been elaborated towards the Open Distributed Processing (ODP) Enterprise Viewpoint object models expressed in terms of the Unified Modelling Language (UML).\ud Recursive structures have been used to capture the dynamic needs of education. Furthermore, these structures are uniform for the planning, performance and evaluation activities of education. The Enterprise models developed can be used to derive the Information Viewpoint models and to further optimise the prototype of the infrastructure. In this work, we have managed to fruitfully combine educational and computer science modelling inputs by using ODP and UML as a bridge for this interdisciplinary collaboration

    Integrating Online Discussions into Engineering Curriculum to Endorse Interdisciplinary Viewpoints, Promote Authentic Learning, and Improve Information Literacy

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    Engineering is very much an applied discipline where math and science concepts, skills, and tools can be used to design products or processes with new and/or increased value. Research suggests active learning is an effective method for teaching and learning in the engineering classroom. Moreover, students continue to express increased satisfaction when taught using this experiential pedagogical approach. One approach to active learning gaining traction in the engineering classroom is the use of online discussions. The purpose of this paper is to offer a structured approach for engineering educators to develop online discussion prompts aimed to prepare engineering students for entering the workforce; this structure approach includes an intentional and purposeful focus on three core elements: (1) interdisciplinary viewpoints, (2) real-world and authentic experiences, and (3) information literacy applications. A mixed methods analysis provides evidence towards student exposure and awareness to the three core elements of interdisciplinary viewpoints, real world and authentic experiences, and information literacy applications. In addition, students reported a positive experience participating in online discussions, and improvements in student perception changes related to blended learning and self-regulated learning

    Digital touch: towards a novel user-experience design pedagogy

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    HCI and Industrial Design are both disciplines that are currently experiencing radical transformation in terms of their identity and scope. HCI has moved beyond its origins in human factors and cognitive psychology towards the proactive and generative design of experience. Industrial Design has similarly evolved from a concern with physical form and function-giving solutions to the holistic design considerations of the user’s experience. Given the complexity and scale of this shifting design landscape, the response of design education must shift in methods and learning and teaching objectives. This paper provides the Design and Technology Education community with a research case study of innovation within HCI education, here situated within the broader context of Industrial Design education. We present a novel pedagogy for designing digital touch communications, developed through an interdisciplinary collaboration of HCI, Industrial Design, and Social Science academics, and advanced through a coursework assignment for 64 undergraduate Industrial Design and Technology students undertaking a User-Experience Design module at the [AUTHOR] (UK). We discuss the role of low-fidelity experience prototyping of digital touch interactions beyond screens, and the limitations of such an approach when engaged with by novice designers with entrenched material science understanding. We conclude the paper with a call for new educational ‘tools’ to support and scaffold both the learning and teaching of design for digital touch experiences within a User-Experience Design context, and we offer our development of a Designing Digital Touch Toolkit as one such tool

    Transforming Constructivist Learning into Action: Design Thinking in education

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    In an ever changing society of the 21st century, there is a demand to equip students with meta competences going beyond cognitive knowledge. Education, therefore, needs a transition from transferring knowledge to developing individual potentials with the help of constructivist learning. Advantages of constructivist learning, and criteria for its realisation have been well-determined through theoretical findings in pedagogy (Reich 2008, de Corte, OECD 2010). However, the practical implementation leaves a lot to be desired (Gardner 2010, Wagner 2011). Knowledge acquisition is still fragmented into isolated subjects. Lesson layouts are not efficiently designed to help teachers execute a holistic and interdisciplinary learning. As is shown in this paper, teachers are having negative classroom experience with project work or interdisciplinary teaching, due to a constant feeling of uncertainty and chaos, as well as lack of a process to follow. We therefore conclude: there is a missing link between theoretical findings and demands by pedagogy science and its practical implementation. We claim that, Design Thinking as a team-based learning process offers teachers support towards practice-oriented and holistic modes of constructivist learning in projects. Our case study confirms an improvement of classroom experience for teacher and student alike when using Design Thinking. This leads to a positive attitude towards constructivist learning and an increase of its implementation in education. The ultimate goal of this paper is to prove that Design Thinking gets teachers empowered to facilitate constructivist learning in order to foster 21st century skills

    Theory-driven Visual Design to Support Reflective Dietary Practice via mHealth: A Design Science Approach

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    Design for reflection in human-computer interaction (HCI) has evolved from focusing on an abstract and outcome-driven design subject towards exposing procedural or structural reflection characteristics. Although HCI research has recognized that an individual\u27s reflection is a long-lasting, multi-layered process that can be supported by meaningful design, researchers have made few efforts to derive insights from a theoretical perspective about appropriate translation into end-user visual means. Therefore, we synthesize theoretical knowledge from reflective practice and learning and argue for a differentiation between time contexts of reflection that design needs to address differently. In an interdisciplinary design-science-research project in the mHealth nutrition promotion context, we developed theory-driven guidelines for “reflection-in-action” and “reflection-on-action”. Our final design guidelines emerged from prior demonstrations and a final utility evaluation with mockup artifacts in a laboratory experiment with 64 users. Our iterative design and the resulting design guidelines offer assistance for addressing reflection design by answering reflective practice’s respective contextual requirements. Based on our user study, we show that reflection in terms of “reflection- in-action” benefits from offering actionable choice criteria in an instant timeframe, while “reflection-on-action” profits from the structured classification of behavior-related criteria from a longer, still memorable timeframe

    Integrating Mathematics and Science Teaching in the Context of Education for Sustainable Development: Design and Pilot Implementation of a Teaching-Learning Sequence about Air Quality with Pre-Service Primary Teachers

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    This article presents an interdisciplinary teaching–learning sequence (TLS) about air quality for pre-service primary teachers using an organic learning garden. The design involved a curricular integration of concepts and competences about sustainability, mathematics, and science disciplines following constructivist and active learning strategies, such as problem-based learning and place-based education. In this TLS, both the topic and the learning context act as facilitators of education for sustainable development (ESD). The contents address the overarching STEM and sustainability concepts related to air pollutants, weather, and climate. Our results show that students learned about a STEM topic within a space and context that enables ESD. Several misconceptions related to air quality, weather, and statistics were identified through the evaluation of students’ initial ideas. Furthermore, students’ attitudes towards the topic of study and self-efficacy and perceived relevance of ESD improved after the implementation. These results will guide further improvements of the designed TLS, which connects STEM education and ESD as a transformative educational experience for pre-service teachers. In this sense, we conclude that such initiatives can improve pre-service primary teachers’ self-efficacy as agents of change towards sustainable development goals.This research was funded by the Vice-Rectorate of Innovation, Social Commitment and Cultural Action (UPV/EHU), through the call for Projects of Educational Innovation, grant number PIE13-PIE-HECA-STEM and the call from the Directorate of Sustainability: Campus Bizia Lab 2018/19 edition, grant number 18ZUAZ

    Interdisciplinary thinking in agricultural and life sciences higher education

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    Interdisciplinary thinking as a skill appears to be of value to higher education students and those in employment. This idea is explored with reference to the agricultural and life sciences. The need for further understanding of the development of interdisciplinary thinking is acknowledged. This is closely related to the requirement for well-founded curriculum and course design. This publication presents a brief introduction to a systematic review of scientific research into teaching and learning in interdisciplinary higher education. While tentative, the understanding arising from the review findings is considered to be of potential value to educational practice. A selection of the review findings is presented by way of illustration. The selection is believed to be of relevance to the agricultural and life sciences. The review findings presented here take the form of interdisciplinary thinking sub skills and enabling condition

    IDR : a participatory methodology for interdisciplinary design in technology enhanced learning

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    One of the important themes that emerged from the CAL’07 conference was the failure of technology to bring about the expected disruptive effect to learning and teaching. We identify one of the causes as an inherent weakness in prevalent development methodologies. While the problem of designing technology for learning is irreducibly multi-dimensional, design processes often lack true interdisciplinarity. To address this problem we present IDR, a participatory methodology for interdisciplinary techno-pedagogical design, drawing on the design patterns tradition (Alexander, Silverstein & Ishikawa, 1977) and the design research paradigm (DiSessa & Cobb, 2004). We discuss the iterative development and use of our methodology by a pan-European project team of educational researchers, software developers and teachers. We reflect on our experiences of the participatory nature of pattern design and discuss how, as a distributed team, we developed a set of over 120 design patterns, created using our freely available open source web toolkit. Furthermore, we detail how our methodology is applicable to the wider community through a workshop model, which has been run and iteratively refined at five major international conferences, involving over 200 participants
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