Design and Technology Education (LJMU)
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    602 research outputs found

    Game-Based Learning in Interior Architecture Education

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    The concept of play supports the experiential and creative aspects of the design field because it is a familiar and fun phenomenon and involves interaction. The use of game-based learning in design processes will increase participation by supporting the regulation of these processes and the problematic aspects of the design studio course, which is at the heart of design education. For this reason, this study investigates the use of game-based learning methods in the design studio processes, one of the most important courses in interior architecture education. The study, which preferred the embedded theory method to develop hypotheses, one of the qualitative research methods, investigated the effects of game-based learning on the understanding of design processes and time management in a voluntary workshop with second-year students of interior architecture faculty. The study preferred a pre-test-post-test design for a single group as the data collection instrument and was supported by observations. Consistent with this preference, data collected with participants prior to the workshop were analysed and the workshop structure was created, and an attempt was made to compare the results of the game-based learning method with the post-workshop observations and survey results

    Editorial A new home

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    Design and Technology Educators’ Experiences of Competence, Relatedness and Autonomy with Educational Research

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    This article reports on the results of a survey of Design and Technology educators, predominantly based in England that sought evidence of the extent to which the educators engaged with educational research more generally and also specifically within Design and Technology Education. The survey was sponsored by the professional Association of Design and Technology Education and was undertaken by its Design and Technology Research Steering Group. The survey collected demographic data on the roles and responsibilities of the survey respondents, the types and levels of education where they worked and length of experience in Design and Technology  education. Questions explored the types of research of interest, confidence levels in accessing, using and undertaking research, the nature of support for engaging research that educators would welcome, how research was currently accessed, what the challenges and barriers might be and what would motivate educators to become more engaged with research. This article resorts on analysis of the data, drawing on Self Determination Theory and specifically concepts of competence, relatedness and autonomy. Findings indicated that  respondents had a great deal of interest in principle, but that there were considerable barriers to engaging with research which impacted on competence, relatedness and autonomy. The insights provided will now be used as the basis for developing support for Design and Technology practitioners to engage with research at a variety of levels

    Exploring Inclusive Design and Digital Humanities: Enabling Bilingual Digital Narratives for Deaf Children

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    The collaboration between designers and digital humanists has indeed gained increasing significance in crafting effective projects, with design serving as a centralizing force in the realm of digital humanities by establishing interfaces for individuals to engage with technological resources. Therefore, design\u27s methodological practices, encompassing various research and experiential facets, play a pivotal role in enhancing the usability and accessibility of digital resources within the social sphere. This study aims to expand the discourse on the characteristics and potential of the interplay between inclusive design and digital humanities practices, with a specific focus on the development of bilingual digital narratives (utilizing Brazilian Sign Language and Portuguese). The research adopts a collaborative, qualitative approach, encompassing processes of evaluation, validation, and enhancement. Digital visual narratives are presented as a facilitating tool for integrating LIBRAS and Portuguese, thereby aiding in language acquisition for deaf children. The article contributes to the discussion of the humanistic approach to design, emphasizing the values of empathy, ethics, and social responsibility in the creation of inclusive and accessible projects

    German Design Educators\u27 Post-Covid Challenges: Online, Artificial Intelligence (AI) and Government Data Restrictions

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    This research examines the experiences of German design educators during the Covid-19 pandemic and explores how these experiences influenced design education\u27s transition to the online studio two years afterwards. The research is based on surveys of 33 German design educators who represent 18 higher education institutions (University/University of Applied Sciences) during the pandemic and 32 surveys and six follow up interviews two years later. This is the first study that focuses exclusively on design education in Germany by presenting a before-and-after contextual snapshot. The results present both positive and negative experiences of educators from a wide range of design domains. The ‘offshoring’ of the studio to Internet-based communication and file sharing platforms during the pandemic has profoundly altered the perceptions and practices of design educators in Germany, where governmental hurdles, such as data restriction laws, are blocking the full integration of online technology in design education. The findings focusing on German design educator experiences are presented within the context of their international colleagues\u27 experiences from a study conducted earlier. This research also touches on the influence of Artificial Intelligence (AI) on the future of design education as well as a general trend to go offline by encouraging a back-to-campus policy

    Evaluating Adopt-ability of Open Source Tools for Problem Solving in Specific Design Tasks in Industrial Design Education

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    The purpose of the study was to evaluate the adoptability of Open Source Tools (OST) as a learning strategy in undergraduate Industrial Design (ID) education. OST has the potential for students to overcome certain difficulties in specific tasks, such as design presentation,design research, design decision, concept generation and design documentation. In this study, both quantitative and qualitative methodologies are used to develop the research. As the first step of the research, quantitative methodology is employed, using a survey method to collect data from students. The survey investigates industrial product design students’ perceptions of difficult tasks and their reasons, as well as their awareness of OST. In the second phase of the study, qualitative methodology is followed to acquire feedback on the proposal regarding Open Source (OS) use in an ID studio course using case studies. The simulation follows qualitative methodology, using primarily observations and obtaining verbal feedback. The results indicated that students were willing to adopt OST as an effective design tool and to overcome difficulties in the design process

    Is our education system fit for purpose?

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    Weaving the specialist material strands of design and technology together.

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    The design and technology curriculum in England has gone through various policy changes since its introduction in the Education Reform Act of 1988. The 2014 policy revised the content to make it slimmer and outlining the essential core knowledge for Key Stage 1 to 3. Schools need to consider wider aspects of design and technology not included in the National Curriculum which they would like to teach as part of their own school curriculum (DATA n.d.). Previous research into D&T explored the challenges of adapting established ways of working and the issues involved in sub-cultural retreat by teachers. This research paper sets out to understand how teachers coped with the 2014 curriculum change and the factors influencing teachers\u27 capacity to implement assessment changes that impacted the need to teach more broadly. The larger investigation followed a qualitative methodology and collected interview data during the first round of teaching the new upper-secondary examination courses in English secondary schools. An interpretive approach to the analysis suggests two ways the teachers conceptualised the change as "coming off the circus of specialist rotations" and "teaching inside a specialism". Challenges for the teachers included the issue of specialist knowledge, traditions of curriculum organisation, opportunities to share expertise, and attitudes towards the policy shift. Teaching outside a specialism is a way to think about supporting pre-service and in-service teachers with the current policy change and ways to modernise the subject in school

    Design and Technology Education – a lone discipline or a discipline that sees the value of collaboration?

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