Design and Technology Education (LJMU)
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    602 research outputs found

    Empathy Thresholds in Transport Design Students

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    Threshold concept models offer a useful way of understanding aspects of design education. A threshold concept represents a gateway, or portal, to a more developed understanding and level of capability (Meyer, Land & Davies, 2008). Passing through a threshold can be transformative, irreversible, integrative and troublesome. Key transformations for design have been identified, such as gaining sufficient confidence in design thinking to enable solution concepts to be generated which are crucial to achieving capability as a designer.Empathy has been recognised as a key skill by practicing designers, but one which is seldom formally taught in classrooms. Drawing on the experience of five workshops held with transport and engineering design students which aimed to broaden their empathic understanding, the authors discuss the extent to which empathy may be considered as a threshold capability

    An Instructional Model for Social Design Education: A Design Project for Stray Animals Including Production-Based Learning Approach

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    Social design education has become a significant part of industrial design education, thus new methodologies are required and being developed. One of these societal problems is animal welfare and human interaction with stray animals that is not a common topic amongst previous studies. This study presents a toolkit for social design teaching, combining social design thinking and product development processes to generate and realise design solutions for stray animals with a production-based learning approach. Thetoolkit consisting of nine phases under two processes was implemented into the secondyear ‘Product Design II’ 7-week studio project at Gazi University. A total of 35 sophomores taking the course offered during the second semester of the 2017/2018 academic year, participated in housing and feeding stations for a stray animals design project. To analyse the appropriateness of the toolkit, the submissions and process of the project were observed and evaluated by instructors and post-project questionnaires were employed to both instructors and students. The results revealed that this toolkit for social design education combining design thinking and product development processes improved industrial design students’ competencies and learning outcomes

    Endings and beginnings

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    The tacit design process in architectural design education

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    The purpose of the architectural design studio is that students learn to think and act like designers. However, communication between teachers and students seems to be problematic. Teachers barely seem to explain how designers work, which may be confusing for students. To learn professional reasoning processes and strategies, different teaching activities are involved, such as modelling, coaching, scaffolding, reflection, exploration and articulation. In the design studio it seems tradition that teachers only ask questions, while not articulating the design process. This paper focuses on the research question of whether teachers in architectural design education articulate the main ‘designerly’ actions and skills, performed by expert designers, and if so, to what extent and in which manner? To answer these questions video-recordings of 13 tutorial sessions are analysed with the help of an educational framework of five generic elements. The framework consists of the basic design process actions and skills, and is specifically developed as a vocabulary for making the design process explicit and to train students in the design process elements. The main conclusion is that teachers refer to the design product in an implicit way. They leave it to the students to discover the structure and components of the design process more or less by themselve

    Evaluation of strategies of creativity development used in store design projects based on student projects

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    The aim of this research is to search and find strategies of creativity in teaching in the interior architecture design studio. There are lots of ways for training architects all over the world, instructors find their own way and style. Most design education, also architectural design, occurs through the studio system. Design studios embed project-based learning in most universities, and have been adapted as a teaching-learning strategy by the instructor in this study. Developing creative ideas has been a part of architecture design studios. Creativity is one of the basic constituents of innovation, and innovation is described as ‘applied creativity in the field of design education’. Hargreaves (2000) suggests that “you can have creativity without innovation, but you cannot have innovation without creativity”. The role of the instructors is to lead the students, understand and encourage them to create alternative design solutions. Meanwhile instructors show how to design and develop creativity in this process. This article presents the methodology, processes, and outcomes of creativity strategies implemented during the process of producing alternative plans into a Store design project carried out as part of the Design Studio II class in a Turkish University. The strategies "Dead Head Deadline" and "Merged Ideas in a Box and Circle of Opportunity" are intended to expand students\u27 perspectives, train them to propose solutions they would not have considered and, prevent them from fixating on a single idea. They also support them in creating freely. Feedback received from students after the implementation of these strategies is also presented in this researc

    Using a Hybrid Pedagogical Method in Undergraduate Interior Design Education

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    A flipped-classroom pedagogical method has been adopted by some educators over several past decades both knowingly and unknowingly. In this pedagogical method, the traditional classroom lecture and homework settings are flipped. Students are required to watch short video lectures as homework while the regular class sessions are devoted to in class activities. Flipped-classroom methods have been used as a pedagogical approach in different classroom environments from k-12 to college or university level class settings. There are several evidences of this pedagogical approach being adopted in both social science and pure science class settings. In this study, the author discusses the effectiveness of a flipped classroom method as a successful pedagogical approach for interior design students in achieving educational objectives.The author investigated a flipped classroom pedagogical method by adopting it in a sophomore level Interior Construction class. The choice to implement a flipped classroom method in this class was due to a rigid lecture and lab component which required the students to work on projects based on the lecture materials covered in the class. The course was taught by the same instructor covering similar content in three consecutive years; using a traditional pedagogical method, a flipped classroom pedagogical method and using a hybrid approach of traditional method and flipped classroom method. A one-way ANOVAresults of the student test scores suggested a significant effect of the pedagogical method on student performances for the three classes. Results suggest a flipped classroom as an effective way forward when combined with traditional method as adopted under the hybridapproach

    Continuing a methodological approaches thread

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    Girls’ engagement with technology education: A scoping review of the literature

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    The aim of this study is to review internationally published scientific literature on the subject of girls’ engagement in technology education, in order to identify the most common descriptions of girls’ engagement with technology education, girls’ technological activities, and the relationship between girls and technology. After a scoping review of the literature, 20 relevant articles were identified and included in the study; they were analysed using content analysis. The results show that, according to the reviewed studies, girls are less interested in and have less positive attitudes towards technology (education) than boys. They are also less likely to choose a technology- or STEM-oriented occupation. Several of the included studies venture possible explanations as to why this is and refer mainly to cultural factors. Those studies that do define the type of technology used in girls’ activities mostly describe a neutral, or male kind of “nuts and bolts” technology. As regards girls’ relationship to technology, there is potential for improving female engagement using apparently simple means; for example, making sure the social context of teaching is adapted to girls. The results of the literature review are discussed in terms of their implications for future research and can be used as a guide for educators and researchers in the area. In particular, the reasons for girls’ lower interest in technology education compared to boys need to be further researched, and it may be that researchers need to study girls in their own right, not in perpetual comparison with boys, in order to come closer to an answer

    The roles of material prototyping in collaborative design process at an elementary school

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    Co-invention projects in elementary school engage pupils in complex, open-ended design tasks in a practical, hands-on way. Physical materials are an intrinsic part of design, involving trasformation of conceptual ideas into material forms, such as prototypes. These tangible objects mediate embodied thinking and act as material-social mediators of knowledge creation processes. However, the material properties of the designed artifact and pupils’ varying skills and levels of material knowledge constrain the design process.While previous studies of materiality in design have mainly focused on adults, this study aims to analyze and describe the different roles of material prototyping in an elementary school collaborative design process. A co-invention process was conducted in a Finnish elementary school during spring 2017, with the task of designing solutions for everyday problems. The data consisted of six video recorded design sessions, where small teams of 5th graders prototyped their inventions. We analyzed the video data across macro-, intermediate-, and micro-levels.The results revealed that pupils used prototypes as mediators for ideation and collaboration. They tested their ideas with prototyping, and material manipulation occurred during collaborative ideation. Material representations supported the verbalization and demonstration of ideas. Some challenges also emerged; prototype construction was a slow and laborious process, the division of labor tended to be unevenly distributed, and the model took a dominant role over the designed artifact. We conclude that support from the teacher and the learning environment is critical for utilizing the full potential of material manipulation in an elementary school setting