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1.
This article introduces playful learning as part of the decolonising project at institutes of higher learning in South Africa with specific reference to the discipline of communication design. Not only does the article interrogate the content of design education, specifically design for development, but more specifically the way that design for social innovation is taught. The article begins with a contextualisation of the decolonisation debate both locally and internationally, which is followed by a brief historical overview of formal design education. Design education’s trajectory informs the contemporary conception of design as a form of rhetoric. Design and play are then interfaced theoretically, and pragmatically through a case study to explore how deeper learning was made possible by play in a curriculum‐based project. Ultimately, the article aims to highlight the value of playful learning in design higher education to nurture alternate modes of design thinking that favour localised practice, intersubjective relationships between designers and their stakeholders and the enabling of students’ self‐realisation through real world experience.  相似文献   

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Today's youth thrive in informal participatory communities where they not only consume but also act as contributors or producers. Through active participation they develop new media skills encompassing cultural competencies and social skills. In a participatory culture of learning, students' active contributions to their learning are stressed and peer feedback is considered an important component. In this paper we consider how to leverage aspects of these skills and the environments in which they are developed in the design of a peer feedback tool for students engaged in collaborative inquiry learning. The tool needs to be lightweight, and “playful” and draw on these participatory skills in order to entice and motivate students to give and receive feedback.  相似文献   

4.
In the past five years, there have been significant changes concerning the material and design properties of digital books, with an impact on children's enjoyment and learning from reading on screen. Despite the rapid advances in technology, research on children's digital books is disjointed. This is because of no consistent approach to the study of interactivity, an under‐theorised relationship between print and digital books, and a binary design focused on either learning or playful engagement with digital books. Drawing on the discourse reminiscent of digital game designers, some developers, scholars and professionals celebrate interactivity in digital books as a possibility to motivate and engage children in reading, while a body of experimental research documents the negative impact of interactivity on children's story comprehension and vocabulary learning. This paper presents an integrative framework based on a comprehensive literature review and a content review of the hundred most popular children's digital interactive books. The framework offers: (1) methodological guidance and a definition of interactivity based on five key categories; (2) theoretical guidance based on the third‐space theory; and (3) innovative design and evaluation models based on a ‘method assemblage’. As such, the integrative framework provides new tools and perspectives to advance the field of children's digital books.  相似文献   

5.
This empirical study analyses the qualitatively different ways in which teachers approach children's learning in and about nature. The empirical data consists of video observations of children and teachers communicating with one another around natural phenomena found during excursions into a forest. Variation theory is presented as a framework for analysing the opportunities teachers provide for children's learning. The study identifies three qualitatively different ways in which teachers communicate with children: one based on the principle of opening up dimensions of variation, the second building on presumed shared previous experience as a resource for making sense of a novel observation and the third involving children through using a make-believe playful approach. The implications of these three different approaches for children's learning are discussed.  相似文献   

6.
情感对学习者的认知和行为有很大的影响,令人感觉亲切愉快的引导界面更能有利于学习者的学习和记忆。本文在唐纳德·A·诺曼原有三个情感化设计水平:本能层次、行为层次、反思层次之上,引入表现层次,从这几个层次来分析界面设计中的情感因素,以求达到更好的人机交互效果。  相似文献   

7.
A course instructor and his assistant at Athabasca University investigated whether the process of transferring interoperable learning objects from online repositories facilitated course production, both pedagogically and economically. They examined the efficiency of the objects‐assembly method from several perspectives while developing an online university course based on learning objects for this, one of Canada's leading online and distance education institutions. The two researchers examined issues that confronted them as they gathered, assessed, repaired, assembled and created learning objects. When their search for suitable objects appeared fruitless, they questioned assumptions made by theoreticians and visionaries about pedagogical and economic efficiencies associated with the objects‐assembly metaphor and production. They highlighted this metaphor's failure to guide their course design based on learning objects in a climate of uncertainty and explained the nature of the compromise that eventually compelled them to acquire a proprietary online delivery system.  相似文献   

8.
Early intervention programs are generally considered the most efficient and beneficial approach to providing support to struggling beginning readers. This paper discusses the theoretical background, development, and design of, as well as the first results obtained with, GraphoGame for Standard Indonesian, a technology-enhanced learning environment that trains the basic skills of reading by high but playful exposure to grapheme-phoneme coupling. The results of the pilot study assessing the usability of the program in 69 first-graders show that the more the students with low pre-test phonological skills were exposed to the game, the better their post-test performance on reading and decoding fluency became. Although large-scale, randomized controlled studies are needed to confirm the effectiveness of GraphoGame SI, these promising first results may offer a stepping stone for the development of additional language versions and future systematic comparisons of the method’s results in different languages and populations.  相似文献   

9.
This article describes practical issues related to the design and the development of a Web-Based Learning Environment (Web-LE) for high school students. The purpose of the Fossilization Web-LE was to help students understand the process of fossilization, which is a complex phenomenon and is affected by many factors. The instructional design team faced the challenge of designing an environment that could enable its users to construct knowledge actively by manipulating the various variables of organisms, ecological systems, and physical burials. An effective user interface is essential to the enabling of students who try to explore knowledge presented in the learning environment and who, in monitoring their own learning progress, hope to avoid overwhelmingly complicated content. The analyses of both the interaction of learning activities and the design of system functions are discussed. In addition, a usability test was conducted so that the effectiveness of the interface design could be examined. The findings reveal that target users are satisfied with the usability of the Fossilization Web-LE and consider use of the user interface to be easy. At the end, several practical applications in the design of instructional software’s user interface are suggested.  相似文献   

10.
Lynda Graham 《Literacy》2009,43(2):107-114
In this article I explore one day in the life of a primary classroom in which teacher and children are playful social insiders in digital worlds. I argue that this snapshot offers glimmers of unimagined ways forward in teaching in digital worlds. The classroom culture is one of challenge, collective intelligence and reflection. The teacher's own history of participation is significant. She is a reflective teacher educator, children's literature is central to her teaching and her journey into digital worlds is playful social.  相似文献   

11.
为了加强嵌入式系统设计实践教学的效果,提高学生解决复杂工程问题的能力,采用自顶向下的设计方法设计了传感器数据采集系统的实验案例。该案例采用ZYNQ-7000系列为核心的PYNQ-Z2硬件平台,通过Arduino接口连接传感器,利用Xilinx公司的Vivado及SDK进行软、硬件设计与开发。通过该实验案例,使学生深入理解ZYNQ-7000软硬件协同设计原理和方法,以及通过Arduino的模拟、数字、I2C、UART总线通信接口采集传送数据的方法,激发学生对"微处理器结构与嵌入式系统设计"课程的学习兴趣,提升实践教学效果。  相似文献   

12.
Video diary: a method for exploring learning dispositions   总被引:1,自引:0,他引:1  
This paper presents an innovative method for qualitative research in education. The video dairy technique was developed and used alongside other qualitative methods to map the socio‐cultural landscape of primary‐school children's learning dispositions prior to their transfer to secondary school. The larger project comprised a case study of a group of children transferring from one Year 6 classroom to their local comprehensive secondary school, with particular reference to their learning of mathematics. Theoretically framed by Pierre Bourdieu's sociological tools, the study explored the impact of three fields—school, family and peer group—upon children's learning dispositions and trajectories at this school interface. The alternative perspectives afforded by the diary entries highlighted the inter‐relatedness of the three fields of interest, often in ways that had not been anticipated or considered. I will explain practical aspects of the process and consider some of the challenges that might be experienced by researchers using video diary techniques.  相似文献   

13.
This paper reports a study into the role of a supporting adult in promoting effective learning relating to aspects of 3D shape in young children. Nursery and reception aged children carried out problem solving tasks using wooden blocks, in this case Poleidoblocs, embedded within playful contexts. Using the notion of 'scaffolding' and working within the child's Zone of Proximal Development, this study analyses the structured adult intervention that increases the effectiveness of learning and leads to an enhanced development of secure and transferable concepts.  相似文献   

14.
Early years curricula promote learning through play and in addition emphasise the development of computer literacy. Previous research, however, has described that teachers feel unprepared to integrate Information and Communication Technology (ICT) and play. Also, whereas research has suggested that effective computer use in the early years is associated with adult direction, further research suggests adult presence can inhibit play and reduce children's engagement. Focusing on 12 settings following the Welsh play-based Foundation Phase, this paper explores teachers' experiences of integrating computer use into classroom practice, children's levels of engagement with computer activities and how playful children perceive computer use to be. Teachers confidently delivered a variety of computing experiences. Children consistently rated these activities as play regardless of adult presence and demonstrated moderate to high levels of engagement. Findings and the features of observed practice are discussed in relation to the teachers' role as a play partner and the successful co-construction of the play-based curriculum.  相似文献   

15.
Interactive learning environments (ILEs) are increasingly used to support and enhance instruction and learning experiences. ILEs maintain and display information, allowing learners to interact with this information. One important method of interacting with information is navigation. Often, learners are required to navigate through the information space of an ILE, a process which can be quite difficult and cognitively exacting as the information space becomes very large and complex. Proper design can make this process less exacting and, at the same time, facilitate better learning of the information space. However, this is not easy to do, especially for ILEs. Frameworks can assist in the effective analysis and design of interactive environments. However, there is lack of conceptual frameworks for guiding the analysis and design of navigation in ILEs. This paper tries to address this issue by presenting a framework which can be used to characterize navigation within ILEs. To create this framework, this paper brings together research from various disciplines, such as human-computer interaction design, educational multimedia design, cognitive technologies and learning sciences. This framework prescribes a three-stage process for designing and analyzing navigation: 1. content structuring; 2. information navigation modeling; 3. interface presentation structuring. By bringing these three stages together, it is intended to provide a conceptual framework to assist and guide designers in the proper analysis and design of navigation in ILEs.  相似文献   

16.
One of the subjects that undergraduate students learning Object Oriented (OO) design find hard to apply is the construction of class hierarchies in general, and the use of interface classes in particular. The design process requires decomposition and reconstruction of problems in order to model software classes. The common attributes and behaviors are usually modeled using class inheritance except when the common behaviors do not belong to the same class hierarchy; in such case, an interface class is preferred. In order to be able to properly design, the designer has to demonstrate the abstraction abilities on various levels. In this study, we aimed at examining the students' demonstration of abstraction levels during design of class hierarchy in general, and whether or not they use interface classes in particular. The results of the study reveal that a majority of students were able to build a reasonable class hierarchy; however, many of them did not use interface classes as a tool for expressing common behaviors. Nevertheless, all of them could identify and choose the best solution for a particular problem among four different solutions, which included the use of interface class.  相似文献   

17.
How does education prepare future designers for current and future requirements of the field? An attempt to respond to this question is presented through the Design Workbook: a curricular project that has been proposed and developed over the course of three phases. In Phase One, the objectives, structure and format were defined: an online interface containing activities organised under five chapters that aim at building students’ creative confidence and sensitivity to surrounding contexts, and prepare them to lead their career path. In Phase Two, the website was developed to its first usable version, and content applied into live classes. Phase Three was marked with content refinement for the activities, navigation and feature redesign in the interface, and new ways of conducting the course. The article summarises learning points from the first two phases, and provides new findings and analyses from the final phase. It also includes a sample of the activities content, student works and feedback as well as the interface development stages. The methodology utilised throughout consisted of active research, as well as learning outcomes assessment using direct and indirect measures. Assessment results and classroom observations confirmed that students benefit greatly from visualising ideas, hands on activities, design thinking workshops, as well as from collaborative experiences, to avoid facing designer's block and to practise empowerment of self and others. Finally, challenges, opportunities and future implications are discussed, alongside implementation possibilities: The Design Workbook can run as a sole course, spread across the curriculum, and expand into the community.  相似文献   

18.
This study is grounded in the context of English-as-a-Foreign-Language (EFL) teacher education in Taiwan and aims to promote the potential of teacher study groups. The Interconnected Model of Teacher Professional Growth provides a framework to design this teacher study group and to analyze the learning process as experienced by the participating teachers within the collaborative inquiry. The study illustrates the group's learning process by characterizing the major patterns of the teachers' changes in beliefs and practices. The results support the claim that the design of the teacher study groups plays a major role in shaping various sequences of teacher change.  相似文献   

19.
Lynda Graham 《Literacy》2008,42(1):10-18
In this article I consider the digital lives of a number of young teachers. Some are confident, competent movers in digital worlds, some are not. I wonder why, and look back at the teachers' digital histories to see whether ways in which they learned about digital worlds affects their lives now. I identify three different routes to learning about digital worlds, and describe these with representative stories. Two are serious solitary journeys, one self‐taught the other schooltaught. Most teachers in these groups use digital technologies for work and for the business of life. The third route is playful social. Teachers in this group have experienced learning about digital worlds with fellow enthusiasts and in playful contexts. These teachers use digital technologies for pleasure as well as the business of life and work. I argue that it is important that young teachers and student teachers be given time on courses to think about and discuss their own digital literacy histories.  相似文献   

20.
面向色盲人群的媒体界面设计策略与流程   总被引:1,自引:0,他引:1  
色盲人群作为远程学习者的一个群体的色彩需求往往被媒体界面设计者所忽视.本文从调查色盲人群在媒体界面设计方面的色彩需求入手,分析满足需求的策略和方法,提出了远程教育中满足该类人群的媒体界面设计原则,并以系统方法为指导,提出了面向色盲人群的界面设计的流程:需求分析报告、概念模型设计和详细界面设计三个阶段.作者希望本研究用于远程教育过程中的媒体界面设计,为色盲人群远程学习提供公平的学习机会.  相似文献   

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