836 resultados para Design and Technology
Resumo:
Supporting student learning can be difficult, especially within open-ended or loosely structured activities, often seen as valuable for promoting student autonomy in many curriculum areas and contexts. This paper reports an investigation into the experiences of three teachers who implemented design and technology education ideas in their primary school classrooms for the first time. The teachers did not capitalise upon many of the opportunities for scaffolding their students' learning within the open-ended activities they implemented. Limitations of the teachers' conceptual and procedural knowledge of design and technology were elements that influenced their early experiences. The study has implications for professional developers planning programs in newly introduced areas of the curriculum to support teachers in supporting learning within open-ended and loosely structured problem solving activities. (C) 2001 Elsevier Science Ltd. All rights reserved.
Resumo:
Forma parte de una serie que aporta ideas para la enseñanza, el aprendizaje y la evaluación de distintas materias en las escuelas secundarias. Este texto se centra en el Diseño y la Tecnología y se divide en ocho secciones que abarcan: los motivos para su inclusión en el curriculo nacional del Reino Unido y el lugar que ocupa en él y en el marco de una educación global, la utilización del diseño y la tecnología, la estructuración de su aprendizaje y de la enseñanza según los tipos de estudiantes y alumnos, así como, ideas para las evaluaciónes. La última sección analiza los estilos de aprendizaje, la participación de los padres y el fomento de la autoestima.
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Este manual presenta un resumen de algunas de las investigaciones más importantes en diseño y tecnología de la última década. Los resultados están relacionados con la enseñanza y el aprendizaje de la tecnología y el diseño en el aula. La investigación es relevante desde el nivel de la enseñanza primaria, secundaria y formación profesional. Abarca la enseñanza de estas materias como un tema separado o como integrado con otras áreas del currículo. Discute el desarrollo de libros de texto, el desarrollo curricular, la organización departamental, el aprendizaje de los niños, y el criterio de evaluación.
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Totalmente actualizado este recurso tiene en cuenta los cambios en el currículo nacional en Inglaterra. Pretende ayudar a los profesores a desarrollar: la competencia en la enseñanza del diseño y la tecnología; la conciencia de cómo desarrollar su conocimiento de la materia; la capacidad de reflexionar críticamente sobre lo que está haciendo. Hay nuevos capítulos sobre: la enseñanza de los gráficos, cualificaciones profesionales y los enlaces curriculares a la alfabetización, la aritmética, la ciudadanía y la sostenibilidad. Cada capítulo tiene bibliografía y sitios web.
Resumo:
Libro de texto de diseño y tecnología para estudiantes entre catorce y dieciséis años. En el primer capítulo se describen las etapas en el proceso del diseño, los materiales y los sistemas utilizados para los diferentes productos. Cómo reconocer las necesidades y preferencias de los usuarios de los posibles productos, investigar el diseño y la fabricación de productos conocidos para ayudar a desarrollar diseños apropiados para satisfacer las necesidades del consumidor. Incluye proyectos prácticos diseñados y realizados por los alumnos en los talleres de la escuela.
Resumo:
Es un recurso para los profesores de secundaria que trata cada una de las principales áreas de especialización, es decir, tecnología electrónica y de comunicaciones, tecnología de los alimentos, tecnología de los materiales y tecnología textil. También, incluye temas como el diseño y la tecnología en el plan de estudios, el uso de las tecnologías de la información y la comunicación (TIC) en su enseñanza, la importancia de la salud y la seguridad, y la integración de la alfabetización, la aritmética, la ciudadanía y la sostenibilidad en el diseño y tecnología. Además abarca otras cuestiones: planificación de las clases, evaluación del aprendizaje, gestión del aula y desarrollo profesional.
Resumo:
Educational reforms in many countries currently call for the development of knowledge-based societies. In particular, emphasis is placed on the promotion of creativity, especially in the areas of science education and of design and technology education. In this paper, perceptions of the nature of creativity and of the conditions for its realization are discussed. The notion of modelling as a creative act is outlined and the scope for using modelling as a bridge between science education and design and technology education explored. A model for the creative act of modelling is proposed and its major aspects elaborated upon. Finally, strategies for forging links between the two subjects are outlined.
Resumo:
The interdisciplinary relationship between industrial design and mechanical engineering is sensitive. This research focuses on understanding how one can positively mediate this relation, in order to foster innovation. In this paper, technology is considered for this role since it has, in some historical moments, served as an integrator of these two disciplines, in processes that led to innovation. By means of an extensive literature review, covering three different periods of technological development, both disciplines’ positioning in society and their link with technology are analyzed and compared. The three case studies selected help to illustrate, precisely, the technology positioning between both disciplines and society. Literature assumes that industrial design is rooted in the rise of criticism against both the machine and the mechanized production. This is an opposing approach to the current paradigm, in which design plays a fundamental role in adapting technology to society. Also, the social problems caused by the mechanized and massive production triggered the mechanical engineering emergence, as a professionalized discipline. Technology was intrinsically connected with both industrial design and mechanical engineering emergence and subsequent evolution. In the technology conflict with society lays the reform and regulation for design practice, in its broadest sense.
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This paper aims to better understand the development of students’ learning processes when participating actively in a specific Computer Supported Collaborative Learning system called KnowCat. To this end, a longitudinal case study was designed, in which eighteen university students took part in a 12-month (two semesters) learning project. During this time period, the students followed an instructional process, using some elements of KnowCat (KnowCat key features) design to support and improve their interaction processes, especially peer learning processes. Our research involved both supervising the students’ collaborative learning processes throughout the learning project and focusing our analysis on the qualitative evolution of the students’ interaction processes and on the development of metacognitive learning processes. The results of the current research reveal that the instructional application of the CSCL-KnowCat system may favour and improve the development of the students’ metacognitive learning processes. Additionally, the implications of the design of computer supported collaborative learning networks and pedagogical issues are discussed in this paper.
Resumo:
Commercially available haptic interfaces are usable for many purposes. However, as generic devices they are not the most suitable for the control of heavy duty mobile working machines like mining machines, container handling equipment and excavators. Alternative mechanical constructions for a haptic controller are presented and analysed. A virtual reality environment (VRE) was built to test the proposed haptic controller mechanisms. Verification of an electric motor emulating a hydraulic pump in the electro-hydraulic system of a mobile working machine is carried out. A real-time simulator using multi-body-dynamics based software with hardware-in-loop (HIL) setup was used for the tests. Recommendations for further development of a haptic controller and emulator electric motor are given.
Resumo:
This thesis focuses on the adaptation of formal education to people’s technology- use patterns, theirtechnology-in-practice, where the ubiquitous use of mobile technologies is central. The research question is: How can language learning practices occuring in informal learning environments be effectively integrated with formal education through the use of mobile technology? The study investigates the technical, pedagogical, social and cultural challenges involved in a design science approach. The thesis consists of four studies. The first study systematises MALL (mobile-assisted language learning) research. The second investigates Swedish and Chinese students’ attitudes towards the use of mobile technology in education. The third examines students’ use of technology in an online language course, with a specific focus on their learning practices in informal learning contexts and their understanding of how this use guides their learning. Based on the findings, a specifically designed MALL application was built and used in two courses. Study four analyses the app use in terms of students’ perceived level of self-regulation and structuration. The studies show that technology itself plays a very important role in reshaping peoples’ attitudes and that new learning methods are coconstructed in a sociotechnical system. Technology’s influence on student practices is equally strong across borders. Students’ established technologies-in-practice guide the ways they approach learning. Hence, designing effective online distance education involves three interrelated elements: technology, information, and social arrangements. This thesis contributes to mobile learning research by offering empirically and theoretically grounded insights that shift the focus from technology design to design of information systems.
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The "EMR Tutorial" is designed to be a bilingual online physician education environment about electronic medical records. After iterative assessment and redesign, the tutorial was tested in two groups: U.S. physicians and Mexican medical students. Split-plot ANOVA revealed significantly different pre-test scores in the two groups, significant cognitive gains for the two groups overall, and no significant difference in the gains made by the two groups. Users rated the module positively on a satisfaction questionnaire.
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The Barriga Dam (Burgos, Spain) is a unique case study because its trapezoid spillway is located on the dam body and is composed of wedge-shaped concrete blocks (WSB) that include certain relevant improvements. This note summarizes the main features of the studies, the key aspects of the final design of the WSB and their placement on the dam, and important details of the spillway design. The design team concluded the study by showing the suitability of this enhanced technology for application to small dams and ponds in the short term, even with unit flows above 5 m2/s.