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1.
This article reports on an academic–industrial cooperation between students at the Ulsan National Institute of Science and Technology and a local foundation working to revitalise the Eonyang traditional market in Ulsan, South Korea. Students majoring in disciplines ranging from natural and applied sciences to business administration were introduced to design thinking, the double diamond model, and sense‐making as frameworks for generating creative outcomes. Those outcomes included media, signage and packaging, a display stand, an accessory for hikers, an artistic reinterpretation of the traditional store shutter, the design for a guesthouse and new packaging for locally produced products. Students presented their ideas at a public exhibition as team projects that involved 3D printing, CAD, Web‐design, graphic design and motion‐picture editing tools. The study reveals that students learn more effectively when pedagogy emphasises active learning and on‐site observation through design‐based integrated education. Its qualitative research involved interviews in which students experienced how design thinking methodology can transform a local economy. The methods reveal a new educational model centred upon creative and applied learning.  相似文献   

2.
Learning to be an artist or designer is a complex process of becoming. Much of the early phase of ‘learning to be’ occurs during the time emerging artists and designers are students in university art/design programmes, both undergraduate and postgraduate. Recent research reveals that a critical role in assisting students in their maturing identities as artists and designers is played by artist/designer‐academics teaching in university art and design programmes. By maintaining active art/design practices and drawing from these in their teaching, artist/designer‐academics model professional practice to students. Witnessing and interacting with such modelling is part of the process of students learning the shared discourses, views and practices of the art or design worlds to which they aspire to belong. The modelling of professional practice is critical to an artist or designer's ‘learning to be’ experience because it enables students to access the tacit and nuanced behaviours, languages and cultures that constitute contemporary art or design practice. This article outlines findings from a recent Australian study revealing the role of professional practice modelling in university art/design teaching. It highlights the centrality of professional practice modelling to artist/designer‐academics in their beliefs and approaches to teaching their academic disciplines. In critically exploring the research data and findings this article describes the role that modelling of practice plays and how it comprises a core part of the value that artist/designer‐academic participants contribute to the teaching of art/design education.  相似文献   

3.
This article reports about a study developed to understand the effectiveness of instructional strategies to manage sketch inhibition in design students through studio-based pedagogy. Sketch inhibition among students and recent graduates of design programs is a prominent aspect of the prevailing digitization of the design industry and education. While traditional and digital media are ideally complementary tools to facilitate the complex process of designing, studio instructors struggle to effectively integrate both into their students’ conceptions and practices. Primary data sources were ethnographic fieldnotes, semi-structured interviews, and students’ responses to open-ended survey questions. Whiteboards used as an impermanent medium, requests for quantity of sketches, and gentle enforcement of time limits were incorporated into studio practices on the foundation of theoretical grounding. Students understood the purpose and advantages of using hand sketches at strategic moments during the design process. Inhibited students responded to this combination of interventions by relaxing enough to focus on engaging with the relevant design tasks rather than focusing on how best to avoid them. Production of rich records, documenting their projects’ progression, served as supporting evidence that sketching had become a more normal and accepted part of the design process than for previous studio cohorts. The authors suggest more experimentation with these strategies and propose that sketching instructors prioritize and nurture ‘thinking sketches’ over ‘persuasive sketches’ to transfer attention from the representation of design solutions toward the design process and the development of mature design solutions.  相似文献   

4.
Sketch inhibition is regularly alluded to by educators within design higher education and one with increasingly marked effects on industry. Over the past thirty years, students have been observed to engage less with the manual processes of design development process in favour of other activities perceived as more attractive, to the detriment of their development as effective designers. This article offers an evaluation of literature which supports the importance of sketching to the design process across a variety of disciplines, its anatomy and functions and demonstrates its role in cognitive support, as a language, a means of reflection, communication and storage of information and the micro‐processes it embodies. Initial findings regarding the symptoms of sketch inhibition are presented: from avoidance of studio sessions and minimal design development, to an overreliance on digital tools. It considers causes, ranging from lacking skill‐sets, psycho‐social, to technological, and although further investigation is recommended to establish depth and enable development of an appropriate pedagogical framework for its management within HE, various methods are offered at this stage for use by educators: these include fine art exercises, a rigorous pursuit of quantity and even paper type.  相似文献   

5.
The design studio is the heart of architectural education. It is where future architects are moulded and the main forum for creative exploration, interaction and assimilation. This article argues for a ‘studio‐based learning’ approach in terms of the impact of design tools, especially sketching and concrete modelling, on the creativity or problem‐solving capabilities of a student. The implementation of a ‘vertical design studio’ model at Gazi University Department of Architecture is reported with examples of students’ works.  相似文献   

6.
7.
Increasingly, concerns are being expressed about the negative effects of digital copying in both industry and higher education. A project was formulated to investigate the use of paper‐based drawing methods for copying from visual source material in varied and structured ways and, thereby, to mitigate the adverse effects of design student dependency on screen‐based copying. A Copying Vocabulary Matrix was formulated based on findings accrued through a practice‐based enquiry where methods of copying were explored and a terminology of copying identified by the authors. A Constructive Copying Workshop was then devised for integration into an existing printed textile design course. Students were asked to respond to the words in the matrix through copying from the same visual source and were limited to pencils and paper. They were also encouraged to keep a reflective journal to record their thoughts as they worked. Their views were monitored during and after the workshop, and the drawings produced were then reviewed and analysed. It was found that a wide variety of images were produced based on either experimentation or strategic rationale by the students and that their visual literacy, analytical skills and understanding of textile design were enhanced, leading to the conclusion that similar teaching interventions into the design drawing curricula could benefit the student learning experience.  相似文献   

8.
This article is an interdisciplinary reflective response to an intensive studio learning and teaching experience involving artists, academics and postgraduate students. The authors of this article teach, research and practise in coding, digital design, dance, and virtual and live performance. As lecturers and students we reflect upon and propose future approaches to art practice in tertiary education informed by live performance, performance capture and studio‐based responses to digital and virtual platforms. We reflect on an innovative contribution to the field of research–teaching nexus as informed by digital and virtual data capture identifying the key element of immediacy in live performance and choreographic improvisation with systems. We reflect on practice‐based inquiry via the Choreographic Coding Lab (CCL) model – a dialogical negotiation between capture technology and interdisciplinary artists in industry and academia. How can we encourage potential studio inquiry as an adapted model in tertiary learning and teaching? Our interdisciplinary voices, presented as authors’ reflections, provide suggestions for future studio‐based, active learning contexts.  相似文献   

9.
Curriculum materials are crucial tools with which teachers engage students in science as inquiry. In order to use curriculum materials effectively, however, teachers must develop a robust capacity for pedagogical design, or the ability to mobilize a variety of personal and curricular resources to promote student learning. The purpose of this study was to develop a better understanding of the ways in which preservice elementary teachers mobilize and adapt existing science curriculum materials to plan inquiry‐oriented science lessons. Using quantitative methods, we investigated preservice teachers' curriculum design decision‐making and how their decisions influenced the inquiry orientations of their planned science lessons. Findings indicate that preservice elementary teachers were able to accurately assess how inquiry‐based existing curriculum materials are and to adapt them to make them more inquiry‐based. However, the inquiry orientations of their planned lessons were in large part determined by how inquiry‐oriented curriculum materials they used to plan their lessons were to begin with. These findings have important implications for the design of teacher education experiences that foster preservice elementary teachers' pedagogical design capacities for inquiry, as well as the development of inquiry‐based science curriculum materials that support preservice and beginning elementary teachers to engage in effective science teaching practice. © 2009 Wiley Periodicals, Inc. J Res Sci Teach 47:820–839, 2010  相似文献   

10.
在目前工业设计本科专业模型制作课程的教学体系、整体教学框架及主要教学内容的基础上,提出一种区别于传统模型制作的计算机辅助工业设计方法,建立了虚拟模型制作系统,列举了详细的教学案例,并在实践教学中验证效果.实验结论表明,该虚拟系统和教学方法在模型制作课程中对于提高学生空间想象能力和实际动手能力有积极作用.  相似文献   

11.
This article outlines a methodology for characterising features of programme‐level assessment environments so that the relationship between features of the assessment environment and students’ learning response can be studied. The methodology was developed through the detailed case study of nine undergraduate degree programmes: one in each of three contrasting discipline areas in each of three contrasting universities. Each case study involved examination of course documentation, interviews with academics and interviews with students, following which each degree programme was coded in relation to a range of features of the assessment environment, such as the proportion of marks derived from examinations and the volume and timeliness of feedback on assignments. Programmes were found to differ profoundly in terms of variables that are known to have implications for student‐learning processes. They also differed widely in the extent to which they illustrated the application of conventional wisdom about curriculum design, embodied in national quality assurance guidelines and the Bologna Agreement. Programmes were found to have either a high volume of summative assessment or a high volume of formative‐only assessment, but never both at the same time. Programmes also differed in the mechanisms used to make goals and standards clear, having either highly explicit curriculum design or high volumes of written and oral feedback, but never both at the same time. The findings suggest that there are distinctive programme‐level assessment environments that operate in quite different ways despite all programmes studied being subject to the same quality assurance code of practice.  相似文献   

12.
As digital modelling programmes become increasingly prevalent in interior design education, there is concern that graduates are entering the workforce relying too much on strong graphic presentation skills while lacking the basic ability to speak about design. This study explores the gap between practitioners’ perceptions of importance regarding oral presentation competency and students’ perceptions of their oral presentation performances. Additionally, the study explores correlations between in‐class activities and students’ perceptions of their oral presentation competency. Mixed‐methods of investigation include a Delphi study with a panel of interior design practitioners and a survey questionnaire of both practitioners (n = 102) and currently active interior design students (n = 91) in the USA. An Importance‐Performance framework is employed for comparison. Results identify performance criteria for evaluating oral presentation competency and indicate variances between students’ perceptions of their performance and industry perceptions of importance. Furthermore, students’ in‐class activities including studio critiques and written peer assessments show significant correlation with student oral presentation performance indicating activities already frequently incorporated into a design curriculum may have a greater impact on improving performance than specific oral presentation instruction alone.  相似文献   

13.
Academics are increasingly required to balance the expectations of the ‘old’ academy with a future model of universities as interdisciplinary and transdisciplinary ‘problem solvers’. This paper highlights changing expectations of academics in producing alternative research outcomes in collaborative, practice‐based research. Through a series of workshops with 20 researchers, preferred research outcomes and tensions in achieving these outcomes were identified. The tensions identified are presented as three dichotomies comprising the tension between: (a) ‘I versus We’ ‐ individual versus team expectations & outcomes. (b) Disciplinary outcomes versus inter‐/transdisciplinary outcomes. (c) Learning versus research objectives for the students and academics involved. These tensions reflect the authors' experiences of working in three international sustainability projects, drawing on lessons learned from these projects, with recommendations for universities seeking to implement interdisciplinary and transdisciplinary doctoral and postdoctoral programmes. Recommendations include the need for formal and informal leadership models, strong communication skills, empathy and willingness to learn from each other. A need for more systemic changes within university administration to better reward and value the breadth and depth of collaborative work, while facilitating open learning cultures and practice‐oriented learning opportunities and curricula across faculties was also identified.  相似文献   

14.
素描是艺术设计类专业的考试科目之一,是考查学生造型能力、表现能力及创造能力的重要手段和途径,近几年艺术设计类专业专升本的素描出题情况变动较大,难度增大,因此如何在教学中积极转变思维模式,探索教学改革方法,培养学生的全面绘画能力和创造力,提高学生的应试水平,并采用适合于专升本考前的素描教学方法,本文进行了深入探讨及研究。  相似文献   

15.
With the rising popularity of digital games, a growing number of universities are developing programmes in various areas of digital design and interactive media to meet the needs for game‐related courses. Faculty of this emerging field are grappling with the complexity of developing curricula which integrate art, design and technology and of finding methods of integrating students from these diverse fields. The purpose of this article is to present a case study of an interdisciplinary undergraduate course in game design and to highlight some of the unforeseen challenges and issues that arose when attempting to integrate diverse students from various art, design and media fields with students from computer science. Specifically, this article addresses issues of (a) power, (b) conflict and (c) gender that arose among students during the development of a student‐created game.  相似文献   

16.
This research was a co‐creation and co‐assessment exercise between the researchers, participating printmaking and weaving academics and their students in a Nigerian university. The poor technical resources and increasingly large student groups in the design department, which severely hampers the delivery of an effective education, were addressed. The academics were supported to learn how to create their own instructional videos for their students, demonstrating identified designer‐maker skills and how to use required equipment. These academics are now empowered and have the knowledge to produce their own instructional videos without professional assistance. This is also irrespective of their previous experiences of using video equipment and developing video content.  相似文献   

17.
Recently, because of the rapid increase in the popularity of the Internet, the delivery of learning programmes has gradually shifted from local desktop to online‐based applications. As more and more technological tools become available for online education, there is an increasing interest among educators and other professionals in the application of these tools with regard to online courses. In large‐scale operations, online learning management systems (LMSs) can save cost and time. LMSs are software applications that comprise a suite of tools for learning and teaching online. In conventional educational settings, online LMSs can help to improve the speed and effectiveness of the educational process, communication among learners, and also between staff and students. There are a large number of open‐source and commercially available LMSs on the marketplace, and one of the problems facing an administrator or instructor is how to choose the LMS that can meet his/her needs. This paper describes a software system developed by the author to aid in the selection of a suitable LMS. The software is a web‐based decision support system, titled Easy Way to Evaluate LMSs, and is based on using a multi‐attribute decision‐making algorithm for the effective selection of an LMS.  相似文献   

18.
Collaborative digital textbooks – comprehensive materials covering entire curriculums – are developing from being books in pdf format to becoming collaborative digital environments where teachers and students can communicate, engage in feedback and discussions, share and manipulate materials, test knowledge, and monitor results. This study investigates how these digital environments are used in school practice: How are the collaborative tools used to improve learning? Thirteen seventh- and eighth-grade classes, 370 students and 30 teachers in five Swedish secondary schools, were investigated over 1,5 years by means of questionnaires, classroom observations and interviews with teachers and students. Here, questionnaire results are presented, while observations and interviews serve to provide contextual insights. Collaborative tools were very little used; often teachers and students were not even aware of their existence. Most use was individual, students were left alone with the digital material. Students read or listened to the text and did not actively engage in learning by e.g. making notes or marking text. Most teachers did not use the material actively to help students understand and learn, most did not even check student results on automated tests. We conclude that the teachers have not incorporated the new, collaborative design of the digital textbook into their thinking regarding tools for teaching and learning and still regard it as a static book. This suggests that making full use of digital tools requires new ways of thinking of teaching, and that it takes more than providing digital tools to achieve this end.  相似文献   

19.
Studies have shown that it is difficult for people to deal with multicriteria decision‐making situations. Information technology tools such as decision‐support systems and expert systems have been developed in order to help them in such situations. Another tool that has been identified as helping managers understand complex engineering decision‐making situations is multimedia instructional materials. This research investigates the perceptions of business versus engineering students on improvement of their higher‐level cognitive skills when they participated in a multimedia‐based case study that used an expert system to model a complex engineering and technical problem. Two groups of students, business and engineering, participated in an experiment, where they analyzed the case study and made their recommendations. Two questionnaires measured their perceptions on the improvements achieved on different constructs. A structural equations model was developed in order to test the research hypotheses with business students being the experimental group and the engineering students as a control group. The major findings are no significant relationship between student major and higher‐order cognitive skills improvement, business students perceived more higher‐order skills improvement compared to engineering students, both groups perceived an improvement in learning‐driven factor, and business students valued learning‐driven factors more compared to engineering students. These results show that multimedia instructional materials were perceived to be very useful in making multicriteria engineering and technical decisions.  相似文献   

20.
设计素描作为艺术设计专业的基础课,是培养和训练学生造型能力的重要途径。教师要准确掌握艺术设计专业中素描教学的内涵,分析其特点,并依据创新教育和艺术教育的规律,从结构方式、明暗方式、装饰意味三个方面制定艺术设计专业的素描教学模式。要抓住“创意”这个核心,贯穿素描教学的全过程,不断提高学生观察力、想象力和创造力。  相似文献   

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