23 resultados para design technology

em Deakin Research Online - Australia


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Creative problem solving is essential to technology education. In our research project we explored the suggestion that creativity may need to include a time of ‘non-thinking’ during which innovative responses to problem tasks are generated. The period of non-conscious cognitive process (NCCP) time is considered to be when the brain makes connections between independent ideas and when inappropriate responses can be forgotten, allowing more relevant responses to be made available for problem solving. Our research provided an opportunity for several primary school teachers to focus on enhancing creativity in technology education and to explore the notion of the NCCP time for creative problem solving. In this chapter we review the current literature on enhancing creativity and comment on how the teachers fostered creativity as they implemented a design, make and appraise technological task to produce recycling devices in their classrooms. Classes and children were observed and teachers interviewed about their perception of children’s creativity and the NCCP time. In this study, a time frame of only several days appears to be ideal for non-conscious cognitive processing to occur and more time may hinder creativity. These findings have implications for teachers of technology who assign the same day and time each week for technology learning.
During the non-task time, which included the NCCP time, children were able to discuss their ideas with family members. As children learn in social and cultural contexts, these discussions can be fruitful. The teachers indicated that peer discussions also played an important role after the generation of designs.

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A case study of year five students who studied invertebrates found in their school environment. The students used design technologies in a symbiotic way as there was a need to design and make a catcher and a temporary enclosure to allow the selected invertebrates to be studied.

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The focus of our research project was the question Can children‘s creativity be enhanced by including a period of non-conscious cognitive process (NCCP) time? During this non-thinking time the brain makes connections between independent ideas, forgets inappropriate responses, and makes available more relevant responses for problem solving. The research generated cases of several primary school classrooms as the teachers incorporated NCCP time in their design technology sessions. Children were observed and teachers interviewed about their perceptions of children‘s creativity as the children designed and produced recycling devices. The cases revealed an optimum time frame of several days for nonconscious cognitive processing. These findings have implications for teachers of technology who assign the same day and time each week for technology learning. During the non-task time, which included the NCCP time, children were able to discuss their ideas with family members. As children learn in socio-cultural contexts, these discussions can be fruitful. The teachers indicated that peer discussions also played an important role after the generation of designs.

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Energy efficient office buildings are intended to provide a comfortable and healthy environment for their occupants as well as reducing the energy consumption of the building. They are often designed as "showcase" buildings illustrating the potential for savings through some innovative design technology. But do such buildings actually deliver the desired energy savings and satisfactory comfort conditions for occupants? Measurements of a "green" University campus building in Victoria, Australia, designed with an innovative fabric energy storage system, demonstrate that the ventilation system is not providing acceptable indoor air quality conditions. The design strategies used to reduce energy consumption have had negative consequences on the air quality of the building. Insufficient fresh air is being drawn into the building leading to an excessive build up of carbon dioxide. It is recommended that monitoring systems need to use a wider range of measurements than temperature alone to guarantee good quality indoor air and working conditions and that commissioning of buildings should include adequate monitoring of the operational performance of the building. Designers need to be made aware of the potential consequences of their decisions when attempting innovative energy-efficient designs.

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With the current introduction of new national and state Early Years Frameworks and the increased interest and activity in educating early childhood educators, it was timely to investigate what knowledge, if any, early childhood educators had when it came to design technology. Although not prescriptive around technological understanding, the new Framework highlights children's learning related to "creativity", "exploration", "collaboration", and "problem-solving", in the context of connecting with people and technologies. This small pilot project asked 20 pre-service educators a number of questions designed to elicit both their understanding and their practices relating to technology. Responses were recorded and from those given, it was apparent that the Early childhood educators not only included technological activities in their daily practices with children, but generally had a basic understanding of technology, differentiated from other forms of learning activities.

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This paper addresses the current void between social agendas, environmental criteria and design methodology in urban planning through the implementation of new computational systems. It considers the application of digital design tools such as GIS and parametric systems towards more efficient and effective design solutions. The digital design methods have been developed and tested within Grimshaw Architects Design Technology Group on both Australian and international urban development projects. A methodology for the use of parametric design for urban design development is suggested for defining, simplifying and categorising planning and design strategies. The following tools are a means of generating urban design concepts as digital forms in order to better inform the designer during the design process.

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Three-dimensional (3D) printers are now commonplace in both primary and secondary schools within Australia. As with most new technologies they present a range of challenges to users in terms of technical problems and support, and how to integrate their use into the curriculum in a meaningful way. This research reports on data from a small number of Victorian primary schools from urban and regional areas. A case study methodology has been used to examine how each setting has approached the use of these printers and includes a review of the literature concerning the uptake of new technologies by non-experts. Data include interview transcripts from teachers, principals and technicians and photographic artefacts of 3D printed objects. Teachers reflected on their reasoning behind lesson plans and their aspirations for future use of 3D printers in the classroom. Some of the issues identified were teacher confidence, time to ‘play’ with and become familiar with 3D printers; and technical challenges that arose such as the time taken to print an object and clogging of printer extruders (heads). Recommendations are made concerning possible ways forward.

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The learning preferences of three hundred and thirty eight technology students enrolled in sub-degree programs at an Australian institution of Technical and Further Education were tested using the Canfield Learning Styles Inventory (CLSI). The results have been interpreted in a learning preferences framework and provide supportive evidence for the preferences factors of print-nonprint, collaborative, dependent,and autonomous learning identified by Sadler-Smith & Riding (1999). Although there search focussed on learning preferences the analysis also indicated support for the Wholist-Analytic cognitive style proposed by Riding & Cheema (1991). Gender differences were shown for the Interest subscales of the CLSI. Age-group differences were shown for several Conditions of Learning and Modes of Learning subscales. Implications for the design of training programs, and the skills that may need to be developed in technology learners to enable effective use of flexible delivery, are also discussed.

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Deakin University has established a major integrated corporate technology infrastructure in the last two years to enhance and bring together its distance education and on-campus education. This environment has been called Deakin Online. With Deakin Online rapidly developing, efforts are beginning to focus more fundamentally on how the potentials of the environment can be realised to create enduring teaching and learning value. This search must be understood in the context of the University’s commitment to the values of relevance, responsiveness and innovation. The question is: how can these values be realised in the digitally-based evolving educational enterprise using the new corporate technologies and new concepts of organisational structure and function? We argue for the transforming role of the academic teacher and new forms of open academic collegiality as being critical to realise strategic and enduring educational value. Moreover, change in role and process needs to be grounded in more systemic organisation and program-wide approaches to designing and working within the new contemporary learning environments. We believe the shift from the dangers of product centricism to system-wide education design modelling situating e-learning within broader curricular and pedagogical concerns represents the best strategy to create enduring educational benefits for all stakeholder groups (notably academic teachers and their learners) while preserving teachers’ sense of agency in the changing learning environments of higher education.

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This paper describes the use of an online learning environment which has been established for postgraduate students studying at Master’s level in Professional Education and Training Deakin University. A detailed evaluation of the use of computer conferences in an Open and Distance Education specialism was undertaken during 2000 as part of a CUTSD funded project, Learner Centred Evaluation of Computer Facilitated Learning Projects in Higher Education. As the Open and Distance Education specialism is being revised and new units are written, the information gathered in this evaluation is being integrated into the pedagogical planning and the technological decisions being made about the design of the new master’s program.

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Computer display height and desk design to allow forearm support are two critical design features of workstations for information technology tasks. However there is currently no 3D description of head and neck posture with different computer display heights and no direct comparison to paper based information technology tasks. There is also inconsistent evidence on the effect of forearm support on posture and no evidence on whether these features interact. This study compared the 3D head, neck and upper limb postures of 18 male and 18 female young adults whilst working with different display and desk design conditions. There was no substantial interaction between display height and desk design. Lower display heights increased head and neck flexion with more spinal asymmetry when working with paper. The curved desk, designed to provide forearm support, increased scapula elevation/protraction and shoulder flexion/abduction.