892 resultados para Understanding by Design
Resumo:
This report shares my efforts in developing a solid unit of instruction that has a clear focus on student outcomes. I have been a teacher for 20 years and have been writing and revising curricula for much of that time. However, most has been developed without the benefit of current research on how students learn and did not focus on what and how students are learning. My journey as a teacher has involved a lot of trial and error. My traditional method of teaching is to look at the benchmarks (now content expectations) to see what needs to be covered. My unit consists of having students read the appropriate sections in the textbook, complete work sheets, watch a video, and take some notes. I try to include at least one hands-on activity, one or more quizzes, and the traditional end-of-unit test consisting mostly of multiple choice questions I find in the textbook. I try to be engaging, make the lessons fun, and hope that at the end of the unit my students get whatever concepts I‘ve presented so that we can move on to the next topic. I want to increase students‘ understanding of science concepts and their ability to connect understanding to the real-world. However, sometimes I feel that my lessons are missing something. For a long time I have wanted to develop a unit of instruction that I know is an effective tool for the teaching and learning of science. In this report, I describe my efforts to reform my curricula using the “Understanding by Design” process. I want to see if this style of curriculum design will help me be a more effective teacher and if it will lead to an increase in student learning. My hypothesis is that this new (for me) approach to teaching will lead to increased understanding of science concepts among students because it is based on purposefully thinking about learning targets based on “big ideas” in science. For my reformed curricula I incorporate lessons from several outstanding programs I‘ve been involved with including EpiCenter (Purdue University), Incorporated Research Institutions for Seismology (IRIS), the Master of Science Program in Applied Science Education at Michigan Technological University, and the Michigan Association for Computer Users in Learning (MACUL). In this report, I present the methodology on how I developed a new unit of instruction based on the Understanding by Design process. I present several lessons and learning plans I‘ve developed for the unit that follow the 5E Learning Cycle as appendices at the end of this report. I also include the results of pilot testing of one of lessons. Although the lesson I pilot-tested was not as successful in increasing student learning outcomes as I had anticipated, the development process I followed was helpful in that it required me to focus on important concepts. Conducting the pilot test was also helpful to me because it led me to identify ways in which I could improve upon the lesson in the future.
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This paper explores the context of and developments in Research by Design (RbD) as currently developing in Schools of Architecture. It starts from noticing that the design studio is the core of the bachelor and master curriculum. Extending this position to PhD research implies the search for research where the design process is the main method of researching and creating knowledge and understanding. These developments connect to similar developments in the arts. Mode 1 and mode 2 knowledge, reflection and other knowledge processes are the base for developing knowledge for the field of architecture when practice and designing are the main method of research. The paper concludes with observing many PhD and research projects building on design activities and practice are currently under way and are supported by academia. They produce a specific type of knowledge and understanding, usually opening up problems and exploring boundaries.
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The journey from the concept of a building to the actual built form is mediated with the use of various artefacts, such as drawings, product samples and models. These artefacts are produced for different purposes and for people with different levels of understanding of the design and construction processes. This paper studies design practice as it occurs naturally in a real-world situation by observing the conversations that surround the use of artefacts at the early stages of a building's design. Drawing on ethnographic data, insights are given into how the use of artefacts can reveal a participant's understanding of the scheme. The appropriateness of the method of conversation analysis to reveal the users' understanding of a scheme is explored by observing spoken micro-interactional behaviours. It is shown that the users' understanding of the design was developed in the conversations around the use of artefacts, as well as the knowledge that is embedded in the artefacts themselves. The users' confidence in the appearance of the building was considered to be gained in conversation, rather than the ability of the artefacts to represent a future reality.
Resumo:
La protection des données est un élément essentiel d'un Etat de droit et une société démocratique, car elle accorde à chaque individu le droit de disposer de ce qui fait partie de sa sphère privée. Actuellement en Suisse, la loi fédérale sur la protection des données (LPD) est en vigueur depuis 1993. En 2010, l'Office fédéral de la justice a supervisé une évaluation de son efficacité : il en résulte que cette dernière a été prouvée, mais tendra à diminuer fortement dans les années à suivre. Pour causes principales : l'évolution des technologies, caractérisée notamment par le développement des moyens de traitement de données toujours plus variés et conséquents, et un manque d'informations des individus par rapport à la protection des données en générale et à leurs droits. Suite à l'évaluation, cinq objectifs de révision ont été formulés par le Conseil fédéral, dont celui d'intégrer la privacy by design ou « protection de la vie privée dès la conception » dans la loi. Ce concept, qui est également repris dans les travaux européens en cours, est développé à l'origine par l'Information and Privacy Commissionner de l'Ontario (Canada), Ann Cavoukian. Le principe général de la privacy by design est que la protection de la vie privée doit être incluse dans les systèmes traitant les données lors de leur conception. Souvent évoquée comme une solution idéale, répondant au problème de l'inadéquation de la loi par la logique de prévention qu'elle promeut, la privacy by design demeure toutefois un souhait dont l'application n'est que peu analysée. Ce travail cherche justement à répondre à la question de la manière de la mettre en oeuvre dans la législation suisse. Se basant sur les textes et la doctrine juridiques et une littérature dans les domaines de l'économie, l'informatique, la politique et la sociologie des données personnelles, il propose tout d'abord une revue générale des principes et définitions des concepts-clés de la protection des données en Suisse et dans le cadre international. Puis, il propose deux possibilités d'intégration de la privacy by design : la première est une solution privée non contraignante qui consiste à promouvoir le concept et faire en sorte que les responsables de traitement décident par eux-mêmes d'intégrer la privacy by design dans leurs projets ; ce procédé est possible grâce au renforcement du processus de certification déjà en cours. La deuxième option est une solution contraignante visant à intégrer le principe directement dans la loi et de prendre les mesures pour le rendre effectif ; ce travail montre que le développement de la figure du conseiller à la protection des données permet d'atteindre cet objectif. Enfin, des considérations générales sur l'application du principe sont abordées, telles que l'influence des développements en cours dans l'Union européenne sur la Suisse par rapport à la protection des données et la limite posée par le principe de territorialité.
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In this thesis, the purpose was to find the cost distribution of the screen dryer and the largest cost factors. The hot section of the screen dryer was revealed as the biggest cost factor, so composing new cost efficient solutions were directed to it. DFMA (Design for Manufacture and Assembly) was chosen to help the design process. DFMA is a product design strategy developed for taking manufacturing and assembly costs into account at the early stages of the design process. In the theory part of the thesis, other methods of economical design and tools needed for estimating manufacturing costs are introduced. In the empirical part, the hot section of the screen dryer was divided into sub-assemblies and their manufacturing costs were estimated. The design propositions were directed to the self-manufactured assemblies and parts. The new manufacturing costs were calculated for the developed propositions. Lastly, the most cost efficient solutions were summarized. The savings on the self-manufactured assemblies were about 40 %, which was about 13 % of the combined total costs of the hot section.
Resumo:
Kirjallisuusarvostelu
Resumo:
The User Experience (UX) designers are undoubtedly aware of how many UX design methods currently exist and that sometimes it becomes a problem to choose an appropriate one. What are all of methods that designers have in their “arsenal”? When can they use them? This thesis presents the research on the design methods in the contemporary context of User Experience (UX) and Innovations by using a survey approach. The study is limited to cover the domain of consumer mobile services development and provider companies around the world. The study follows 2 clear objectives: (1) to understand what design methods are currently used in that context and to what extent they are used (2) to identify at what stage according to the UX design thinking process for creating innovations they are placed. The study contributes to the research in the field of UX design and Innovations and extends the knowledge in that field together with communities’ (UXPA, SIGCHI, SIGSOFT) members’ cooperation. The research is vital due to lack of information on design practices and their application in the chosen context.
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All intelligence relies on search --- for example, the search for an intelligent agent's next action. Search is only likely to succeed in resource-bounded agents if they have already been biased towards finding the right answer. In artificial agents, the primary source of bias is engineering. This dissertation describes an approach, Behavior-Oriented Design (BOD) for engineering complex agents. A complex agent is one that must arbitrate between potentially conflicting goals or behaviors. Behavior-oriented design builds on work in behavior-based and hybrid architectures for agents, and the object oriented approach to software engineering. The primary contributions of this dissertation are: 1.The BOD architecture: a modular architecture with each module providing specialized representations to facilitate learning. This includes one pre-specified module and representation for action selection or behavior arbitration. The specialized representation underlying BOD action selection is Parallel-rooted, Ordered, Slip-stack Hierarchical (POSH) reactive plans. 2.The BOD development process: an iterative process that alternately scales the agent's capabilities then optimizes the agent for simplicity, exploiting tradeoffs between the component representations. This ongoing process for controlling complexity not only provides bias for the behaving agent, but also facilitates its maintenance and extendibility. The secondary contributions of this dissertation include two implementations of POSH action selection, a procedure for identifying useful idioms in agent architectures and using them to distribute knowledge across agent paradigms, several examples of applying BOD idioms to established architectures, an analysis and comparison of the attributes and design trends of a large number of agent architectures, a comparison of biological (particularly mammalian) intelligence to artificial agent architectures, a novel model of primate transitive inference, and many other examples of BOD agents and BOD development.
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The idea of an expressive component in research is important to the architectural industry. The expressive element - the possibility of expressing the qualitative aspects of the world and adding something new to the existing through experiments and proposals - is characteristic for the field. All research environments, in the science tradition and in the humanities, have their characteristics. On the one hand, they live up to certain common scientific and methodological criteria - originality and transparency – and on the other hand, they have different practices, using different methods. Research is ‘coloured’ by traditions and professions, and research in architecture should be coloured too, taking into consideration that the practice of architects stretches from natural science and sociology to art and that the most important way in which the architect achieves new cognition is through work with form and space – drawings, models and completed works. Probably all good design is informed by some kind of research – research- based design. But can research arise from design?
Resumo:
This paper describes a framework architecture for the automated re-purposing and efficient delivery of multimedia content stored in CMSs. It deploys specifically designed templates as well as adaptation rules based on a hierarchy of profiles to accommodate user, device and network requirements invoked as constraints in the adaptation process. The user profile provides information in accordance with the opt-in principle, while the device and network profiles provide the operational constraints such as for example resolution and bandwidth limitations. The profiles hierarchy ensures that the adaptation privileges the users' preferences. As part of the adaptation, we took into account the support for users' special needs, and therefore adopted a template-based approach that could simplify the adaptation process integrating accessibility-by-design in the template.
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Layered copper–nickel cyanide, CuNi(CN)4, a 2-D negative thermal expansion material, is one of a series of copper(II)-containing cyanides derived from Ni(CN)2. In CuNi(CN)4, unlike in Ni(CN)2, the cyanide groups are ordered generating square-planar Ni(CN)4 and Cu(NC)4 units. The adoption of square-planar geometry by Cu(II) in an extended solid is very unusual.
Resumo:
This thesis investigates interactive scene reconstruction and understanding using RGB-D data only. Indeed, we believe that depth cameras will still be in the near future a cheap and low-power 3D sensing alternative suitable for mobile devices too. Therefore, our contributions build on top of state-of-the-art approaches to achieve advances in three main challenging scenarios, namely mobile mapping, large scale surface reconstruction and semantic modeling. First, we will describe an effective approach dealing with Simultaneous Localization And Mapping (SLAM) on platforms with limited resources, such as a tablet device. Unlike previous methods, dense reconstruction is achieved by reprojection of RGB-D frames, while local consistency is maintained by deploying relative bundle adjustment principles. We will show quantitative results comparing our technique to the state-of-the-art as well as detailed reconstruction of various environments ranging from rooms to small apartments. Then, we will address large scale surface modeling from depth maps exploiting parallel GPU computing. We will develop a real-time camera tracking method based on the popular KinectFusion system and an online surface alignment technique capable of counteracting drift errors and closing small loops. We will show very high quality meshes outperforming existing methods on publicly available datasets as well as on data recorded with our RGB-D camera even in complete darkness. Finally, we will move to our Semantic Bundle Adjustment framework to effectively combine object detection and SLAM in a unified system. Though the mathematical framework we will describe does not restrict to a particular sensing technology, in the experimental section we will refer, again, only to RGB-D sensing. We will discuss successful implementations of our algorithm showing the benefit of a joint object detection, camera tracking and environment mapping.