847 resultados para Learning Design
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Final report of the Special Interest Group in Inclusive Design for Centre for Education in the Built Environment
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This essay investigates the changing dynamics of interaction and paradigm of communication in the design studio. It analyses the process of practical implementation of interactive tools in architectural education which placed the
diversity of students’ cultural experiences, contextual awareness and individual interests as crucial resource for design innovation and inquiry. Building on Brian Lawson’s thesis on creativity in design thinking, this research project undertook
comprehensive investigation of students’ satisfaction of their roles in the studio and the room for liberal thought they are given to elaborate on genuine approach to architectural matters. The cyclical development of interactive learning strategy is explored through two different settings: first, it analyses architectural students’ position as passive/active in the studio, considering their relationships with tutors’ ideals; second, it reports on empirical strategy of students-led workshops at British schools of architecture, during which students have taken the lead of their creative design agenda. The practical implementation of interactive learning tools proved influential in helping students to personalize their design direction and to build a sense of confidence and independence.
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In recent years, sonification of movement has emerged as a viable method for the provision of feedback in motor learning. Despite some experimental validation of its utility, controlled trials to test the usefulness of sonification in a motor learning context are still rare. As such, there are no accepted conventions for dealing with its implementation. This article addresses the question of how continuous movement information should be best presented as sound to be fed back to the learner. It is proposed that to establish effective approaches to using sonification in this context, consideration must be given to the processes that underlie motor learning, in particular the nature of the perceptual information available to the learner for performing the task at hand. Although sonification has much potential in movement performance enhancement, this potential is largely unrealised as of yet, in part due to the lack of a clear framework for sonification mapping: the relationship between movement and sound. By grounding mapping decisions in a firmer understanding of how perceptual information guides learning, and an embodied cognition stance in general, it is hoped that greater advances in use of sonification to enhance motor learning can be achieved.
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Objectives There is evidence from neuroscience, cognitive psychology and educational research that the delivery of a stimulus in a spaced format (over time) rather than a massed format (all at once) leads to more effective learning. This project aimed to pilot spaced learning materials using various spacing lengths for GCSE science by exploring the feasibility of introducing spaced leaning into regular classrooms and by evaluating teacher fidelity to the materials. The spaced learning methods will then be compared with traditional science revision techniques and a programme manual will be produced. Design A feasibility study. Methods A pilot study (4 schools) was carried out to examine the feasibility and teacher fidelity to the materials, using pupil workshops and teacher interviews. A subsequent random assignment experimental study (12 schools) will involve pre and post testing of students on a science attainment measure and a post-test implementation questionnaire. Results The literature review found that longer spacing intervals between repetitions of material (>24 hours) may be optimal for long term memory formation than shorter intervals. A logic model was developed to inform the design of various programme variants for the pilot and experimental study. This paper will report qualitative data from the initial pilot study. Conclusions The paper uses this research project as an example to explain the importance of conducting pilot work and small scale experimental studies to explore the feasibility and inform the design of educational interventions, rather than prematurely moving to RCT type studies.
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This paper describes a qualitative observational study of how a work based learning masters leadership development programme for middle managers in health and social care in the UK introduced students to key aspects of delivering innovation, through a formative assignment on contemporary architectural design. Action learning and activity theoretical approaches were used to enable students to explore common principles of leading the delivery of innovation. Between 2001 and 2013 a total of 89 students in 7 cohorts completed the assignment. Evaluation lent support for the view that the assignment provided a powerful learning experience for many. Several students found the creativity, determination and dedication of architects, designers and structural engineers inspirational in their ability to translate a creative idea into a completed artefact, deploy resources and negotiate complex demands of stakeholders. Others expressed varying levels of self-empowerment as regards their capacity for fostering an equivalent creativity in self and others. Theoretical approaches in addition to activity theory, including Engeström’s concepts of stabilisation knowledge and possibility knowledge, are discussed to explain these differing outcomes and to clarify the challenges and opportunities for educational developers seeking to utilise cross-disciplinary, creative approaches in curriculum design.
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Teaching and learning computer programming is as challenging as difficult. Assessing the work of students and providing individualised feedback to all is time-consuming and error prone for teachers and frequently involves a time delay. The existent tools and specifications prove to be insufficient in complex evaluation domains where there is a greater need to practice. At the same time Massive Open Online Courses (MOOC) are appearing revealing a new way of learning, more dynamic and more accessible. However this new paradigm raises serious questions regarding the monitoring of student progress and its timely feedback. This paper provides a conceptual design model for a computer programming learning environment. This environment uses the portal interface design model gathering information from a network of services such as repositories and program evaluators. The design model includes also the integration with learning management systems, a central piece in the MOOC realm, endowing the model with characteristics such as scalability, collaboration and interoperability. This model is not limited to the domain of computer programming and can be adapted to any complex area that requires systematic evaluation with immediate feedback.
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Locating new wind farms is of crucial importance for energy policies of the next decade. To select the new location, an accurate picture of the wind fields is necessary. However, characterizing wind fields is a difficult task, since the phenomenon is highly nonlinear and related to complex topographical features. In this paper, we propose both a nonparametric model to estimate wind speed at different time instants and a procedure to discover underrepresented topographic conditions, where new measuring stations could be added. Compared to space filling techniques, this last approach privileges optimization of the output space, thus locating new potential measuring sites through the uncertainty of the model itself.
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These slides accompany a seminar delivered on 20 May 2016 by Jane Warren (Southampton Education School) and Adam Warren (Institute for Learning Innovation and Development). A recording of the lecture can be viewed here: http://tinyurl.com/zp8u3lq
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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.
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Este texto ayuda tanto a los estudiantes que se están formando a enseñar arte y diseño como a los profesores con experiencia que han optado por asumir la responsabilidad de impartir esta materia en la etapa 3 (KS3) del programa de estudios inglés, a alumnos de catorce a diecinueve años. Ofrece un marco conceptual y práctico para la comprensión de la naturaleza diversa del arte y el diseño y proporciona apoyo y orientación para su aprendizaje y enseñanza al plantear cuestiones, preguntas ortodoxas pero también para identificar nuevas direcciones.
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Resumen basado en el de la publicación
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Virtual learning environments (VLEs) would appear to be particular effective in computer-supported collaborative work (CSCW) for active learning. Most research studies looking at computer-supported collaborative design have focused on either synchronous or asynchronous modes of communication, but near-synchronous working has received relatively little attention. Yet it could be argued that near-synchronous communication encourages creative, rhetorical and critical exchanges of ideas, building on each other’s contributions. Furthermore, although many researchers have carried out studies on collaborative design protocol, argumentation and constructive interaction, little is known about the interaction between drawing and dialogue in near-synchronous collaborative design. The paper reports the first stage of an investigation into the requirements for the design and development of interactive systems to support the learning of collaborative design activities. The aim of the study is to understand the collaborative design processes while sketching in a shared white board and audio conferencing media. Empirical data on design processes have been obtained from observation of seven sessions with groups of design students solving an interior space-planning problem of a lounge-diner in a virtual learning environment, Lyceum, an in-house software developed by the Open University to support its students in collaborative learning.
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In participatory design situations the competence of the facilitator will influence the opportunities for a user group to become engaged in the process of design. Based on the observation of the conversations from a series of design workshops, the performance of design facilitation expertise by an expert architect is compared with a less experienced architectural graduate. The skills that are the focus of this research are the conversational competences deployed by architects to engage users in the design of an architectural project. The difference between the conversational behaviour of a project architect and a less experienced graduate was observed to illustrate with examples the effect the performance of facilitation had on the opportunity for user engagement in design, and of learning the skill of facilitation that occurred in these situations.