WorldWideScience

Sample records for learning design research

  1. Reinventing Learning: A Design-Research Odyssey

    Science.gov (United States)

    Abrahamson, Dor

    2015-01-01

    Design research is a broad, practice-based approach to investigating problems of education. This approach can catalyze the development of learning theory by fostering opportunities for transformational change in scholars' interpretation of instructional interactions. Surveying a succession of design-research projects, I explain how challenges in…

  2. Reconceptualizing Design Research in the Age of Mobile Learning

    Science.gov (United States)

    Bannan, Brenda; Cook, John; Pachler, Norbert

    2016-01-01

    The purpose of this paper is to begin to examine how the intersection of mobile learning and design research prompts the reconceptualization of research and design individually as well as their integration appropriate for current, complex learning environments. To fully conceptualize and reconceptualize design research in mobile learning, the…

  3. Designing future learning. A posthumanist approach to researching design processes

    DEFF Research Database (Denmark)

    Juelskjær, Malou

    I investigate how a design process – leading up to the design of a new education building - enact, transform and highlight tacit everyday practices and experiences in an education setting, whereby becoming an art of managing. I apply a post-humanist performative perspective, highlighting entangled...... agencies rather than focusing on human agency. I focus on the design process rather than the designer. The design process accelerated and performed past and future experiences of schooling, learning, teaching. This called for analytical attention to agential forces of not only the material but also...... and temporalities matter in design processes. Furthermore, the analysis emphasise how design translate affective economies and that attention to those affective economies are vital for the result of the design process....

  4. Design-Based Research for Professional Learning for "Cultural Mathematics"

    Science.gov (United States)

    Kravia, Geori; Owens, Kay

    2014-01-01

    Design-based research is being used to develop and refine the principles used in professional learning workshops with teachers from three different Papua New Guinean ecologies: highlands, coastal, and inland in a coastal province. The appropriateness of the design of principles for Papua New Guinean Elementary Schools is tried over several phases…

  5. Towards Primary School Physics Teaching and Learning: Design Research Approach. Research Report 256

    Science.gov (United States)

    Juuti, Kalle

    2005-01-01

    This thesis describes a project to design a primary school physics learning environment which takes into account teachers' needs, design procedures, properties of the learning environment, and pupil learning outcomes. The project's design team has wide experience in research and development work in relation to science education, the use of ICT in…

  6. Improving the Design of Workplace E-Learning Research

    Science.gov (United States)

    Dubois, Cathy; Long, Lori

    2012-01-01

    E-learning researchers face considerable challenges in creating meaningful and generalizable studies due to the complex nature of this dynamic training medium. Our experience in conducting workplace e-learning research led us to create this guide for planning research on e-learning. We share the unanticipated complications we encountered in our…

  7. How Design-based Research, Action Research and Interaction Design Contributes to the Development of Designs for Learning

    DEFF Research Database (Denmark)

    Majgaard, Gunver; Misfeldt, Morten; Nielsen, Jacob

    2011-01-01

    This article explores how action research, design based research and interaction design can be combined and used in the development of educational robotic tools. Our case study is the development of Number Blocks and it combines physical interaction, learning, and immediate feedback. Number Blocks...... supports the children's understanding of place value in the sense that it allows them to experiment with creating large numbers. The development was done in collaboration with a class of 7-8 year old children and their mathematics teacher. The article argues that elements from different research methods...... allowed a structured approach to projects that combines educational research and innovation of new learning technologies. Key elements of this approach is acknowledging the users input, developing a theoretical pre-analysis and using an iterative approach....

  8. Researching Design, Experience and Practice of Networked Learning

    DEFF Research Database (Denmark)

    Hodgson, Vivien; de Laat, Maarten; McConnell, David

    2014-01-01

    and final section draws attention to a growing topic of interest within networked learning: that of networked learning in informal practices. In addition, we provide a reflection on the theories, methods and settings featured in the networked learning research of the chapters. We conclude the introduction...

  9. Research Notes ~ Elements of Effective e-Learning Design

    Directory of Open Access Journals (Sweden)

    Andrew R. Brown

    2005-03-01

    Full Text Available Preparing and developing e-learning materials is a costly and time consuming enterprise. This paper highlights the elements of effective design that we consider assist in the development of high quality materials in a cost efficient way. We introduce six elements of design and discuss each in some detail. These elements focus on paying attention to the provision of a rich learning activity, situating this activity within an interesting story line, providing meaningful opportunities for student reflection and third party criticism, considering appropriate technologies for delivery, ensuring that the design is suitable for the context in which it will be used, and bearing in mind the personal, social, and environmental impact of the designed activities. Along the way, we describe how these design elements can be effectively utilized by contextualizing them with examples from an e-learning initiative.

  10. Mobile Apps for Reflection in Learning: A Design Research in K-12 Education

    Science.gov (United States)

    Leinonen, Teemu; Keune, Anna; Veermans, Marjaana; Toikkanen, Tarmo

    2016-01-01

    This study takes a design-based research approach to explore how applications designed for mobile devices could support reflection in learning in K-12 education. Use of mobile devices is increasing in schools. Most of the educational apps support single-person use of interactive learning materials, simulations and learning games. Apps designed to…

  11. Design principles for simulation games for learning clinical reasoning: A design-based research approach.

    Science.gov (United States)

    Koivisto, J-M; Haavisto, E; Niemi, H; Haho, P; Nylund, S; Multisilta, J

    2018-01-01

    Nurses sometimes lack the competence needed for recognising deterioration in patient conditions and this is often due to poor clinical reasoning. There is a need to develop new possibilities for learning this crucial competence area. In addition, educators need to be future oriented; they need to be able to design and adopt new pedagogical innovations. The purpose of the study is to describe the development process and to generate principles for the design of nursing simulation games. A design-based research methodology is applied in this study. Iterative cycles of analysis, design, development, testing and refinement were conducted via collaboration among researchers, educators, students, and game designers. The study facilitated the generation of reusable design principles for simulation games to guide future designers when designing and developing simulation games for learning clinical reasoning. This study makes a major contribution to research on simulation game development in the field of nursing education. The results of this study provide important insights into the significance of involving nurse educators in the design and development process of educational simulation games for the purpose of nursing education. Copyright © 2017 Elsevier Ltd. All rights reserved.

  12. Using Data Collection Apps and Single-Case Designs to Research Transformative Learning in Adults

    Science.gov (United States)

    Roessger, Kevin M.; Greenleaf, Arie; Hoggan, Chad

    2017-01-01

    To overcome situational hurdles when researching transformative learning in adults, we outline a research approach using single-case research designs and smartphone data collection apps. This approach allows researchers to better understand learners' current lived experiences and determine the effects of transformative learning interventions on…

  13. Understanding Angle and Angle Measure: A Design-Based Research Study Using Context Aware Ubiquitous Learning

    Science.gov (United States)

    Crompton, Helen

    2015-01-01

    Mobile technologies are quickly becoming tools found in the educational environment. The researchers in this study use a form of mobile learning to support students in learning about angle concepts. Design-based research is used in this study to develop an empirically-substantiated local instruction theory about students' develop of angle and…

  14. Design as a Process of Inquiry, Dialogic Products and Learning-Centred Research Practices

    DEFF Research Database (Denmark)

    Gunn, Wendy; Said Mosleh, Wafa; Andersen, Pernille Viktoria

    2015-01-01

    focus on how to register reception of knowledge(s) generated through design anthropological research inquiry. Our main contributions lie here in relating theory and practice and the abstract material in learning-centred research practices. While nurturing skills of engagement within learning...

  15. Architectural Design and the Learning Environment: A Framework for School Design Research

    Science.gov (United States)

    Gislason, Neil

    2010-01-01

    This article develops a theoretical framework for studying how instructional space, teaching and learning are related in practice. It is argued that a school's physical design can contribute to the quality of the learning environment, but several non-architectural factors also determine how well a given facility serves as a setting for teaching…

  16. Research Suggestions in the Design of a Global Graduate Business Program Delivered by Online Learning

    Science.gov (United States)

    Puderbaugh, Amy

    2015-01-01

    The purpose of this paper was to examine the unique areas of concern when establishing an eLearning program in the field of global business. A survey of eLearning and a global management subject matter appears. This paper identifies potential challenges in program design and raises practical concerns for future research. [For the full proceedings,…

  17. Developing a Framework for Social Technologies in Learning via Design-Based Research

    Science.gov (United States)

    Parmaxi, Antigoni; Zaphiris, Panayiotis

    2015-01-01

    This paper reports on the use of design-based research (DBR) for the development of a framework that grounds the use of social technologies in learning. The paper focuses on three studies which step on the learning theory of constructionism. Constructionism assumes that knowledge is better gained when students find this knowledge for themselves…

  18. Design based action research in the world of robot technology and learning

    DEFF Research Database (Denmark)

    Majgaard, Gunver

    2010-01-01

    Why is design based action research method important in the world of robot technology and learning? The article explores how action research and interaction-driven design can be used in development of educational robot technological tools. The actual case is the development of “Fraction Battle......” which is about learning fractions in primary school. The technology is based on robot technology. An outdoor digital playground is taken into to the classroom and then redesigned. The article argues for interaction design takes precedence to technology or goal driven design for development...... of educational tools....

  19. Designing Internet Learning for Novice Users -Paper Based on a Action Research Project In India

    DEFF Research Database (Denmark)

    Purushothaman, Aparna

    2012-01-01

    The paper centre on an Action Research project undertaken in India for enabling the female students empowered through Internet use. The paper will discuss the design elements of Internet training for the first time users with limited Internet access based on Blooms Digital Taxonomy of Learning...... Domains.The paper also illustrates the identity formation of students, through learning to use Internet, using wengers social theory of learning with the empirical data....

  20. Adopting a Design-Thinking Multidisciplinary Learning Approach: Integrating Mobile Applications into a Marketing Research Course

    Science.gov (United States)

    Zarzosa, Jennifer

    2018-01-01

    This article seeks to address the gap between marketing education and marketing practice by integrating a design-thinking (DT) methodology to the marketing research (MR) framework to achieve learning objectives that will enhance cross-functional, collaborative, conceptual, and technical skills. The mobile application marketing research project…

  1. On design-oriented research and digital learning materials in higher education

    NARCIS (Netherlands)

    Hartog, R.J.M.

    2012-01-01

    The context of the research described in this thesis is formed by a number of research projects that were aimed at the design, development, implementation, use and evaluation of innovative digital learning materials. Most of these projects were carried out mainly within Wageningen University. In

  2. Factors Affecting the Design and Development of a Personal Learning Environment: Research on Super-Users

    Science.gov (United States)

    Fournier, Helene; Kop, Rita

    2011-01-01

    After speculation in literature about the nature of Personal Learning Environments, research in the design and development of PLEs is now in progress. This paper reports on the first phase of the authors' research on PLE, the identification process of what potential users would consider important components, applications, and tools in a PLE. The…

  3. Designing and Improving a Blended Synchronous Learning Environment: An Educational Design Research

    Science.gov (United States)

    Wang, Qiyun; Lang Quek, Choon; Hu, Xiaoyong

    2017-01-01

    In this study, a blended synchronous learning environment (BSLE) was created to support a group of graduate students when they were taking a course. Instruction was delivered to both face-to-face (F2F) and online students simultaneously. The purpose of this paper is to present how this BSLE was gradually designed, implemented, and improved by…

  4. Networked Learning and Design Based Research for welfare innovation through further education

    DEFF Research Database (Denmark)

    Østergaard, Rina; Sorensen, Elsebeth Korsgaard

    2014-01-01

    Abstract This paper sets out on a reflective journey to investigate, theoretically, the potential of a marriage between Networked Learning (NL) and Design Based Research (DBR) (Barab & Squire, 2004) in a creative and innovative pedagogical practice for welfare professionals. With reference...... the entities of a model, which integrate the above mentioned relationships in learning designs. The suggested networked model offers possibilities of innovative learning in further educations. At the same time – in parallel – the suggested networked model offers possibilities of data generation to be used...... help and qualify the development of innovative DBR and NL designs directed towards the future. Assuming the views outlined and promoted in this paper, the authors claim that researchers in the field as well as welfare professionals in pedagogical, social and health areas, must display creative...

  5. Research Design

    DEFF Research Database (Denmark)

    2019-01-01

    Gunnar Scott Reinbacher (editor) Antology.  Research Design : Validation in Social Sciences. Gunnar Scott Reinbacher: Introduction. Research design and validity. 15p Ole Riis: Creative Research design. 16 p Lennart Nørreklit: Validity in Research Design. 24p Gitte Sommer Harrits: Praxeological...... Scott Reinbacher: Multidisciplinary Research Designs in Problem Based Research. The case of an european project on chronical diseases, the Tandem project (Training Alternmative Networking Skills in Diabetes Management). 15p Niels Nørgaard Kristensen: A qualitative bottom up approach to post modern...... knowledge: An integrated strategy for combining "explaining" and "understanding". 22p Heidi Houlberg Salomonsen & Viola Burau: Comparative research designs. 40p Rasmus Antoft & Heidi Houlberg Salomonsen: Studying organizations by a Pragmatic Research Design: the case of qualitative case study  designs. 31p...

  6. Research and Development Projects with ICT and students as learning designers in Primary Schools

    DEFF Research Database (Denmark)

    Levinsen, Karin; Sørensen, Birgitte Holm; Tosca, Susana

    2014-01-01

    In this paper we present some methodological challenges that emerged during the process of shaping the research design for the comprehensive and complex research project Children as learning designers in a digital school. The project is the realization of our proposal to a research call from...... to the need to strengthen the populations’ digital literacy and 21st century competencies. The call’s scope was research and development projects as pilot school experiments in relation to five selected areas. The selected projects should contribute with new generalizable and practice oriented knowledge...... of how: • ICT supports students learning, • ICT release time for more teaching, and • teachers digital literacy impact on the role of ICT in the educational practice. Further the call required collaboration between universities and university colleges in order to disseminate knowledge and new practices...

  7. Design Research

    DEFF Research Database (Denmark)

    Design Research is a new interdisciplinary research area with a social science orientation at its heart, and this book explores how scientific knowledge can be put into practice in ways that are at once ethical, creative, helpful, and extraordinary in their results. In order to clarify the common...... aspects – in terms of features and approaches – that characterize all strands of research disciplines addressing design, Design Research undertakes an in depth exploration of the social processes involved in doing design, as well as analyses of the contexts for design use. The book further elicits...... ‘synergies from interdisciplinary perspectives’ by discussing and elaborating on differing academic perspectives, theoretical backgrounds, and design concept definitions, and evaluating their unique contribution to a general core of design research. This book is an exciting contribution to this little...

  8. Using a Mixed Methods Research Design in a Study Investigating the "Heads of e-Learning" Perspective towards Technology Enhanced Learning

    Science.gov (United States)

    Almpanis, Timos

    2016-01-01

    This paper outlines the research design, methodology and methods employed in research conducted in the context of Higher Education Institutions (HEIs) and focuses on the Heads of e-Learning (HeLs) perspective about Technology Enhanced Learning (TEL) by campus-based UK institutions. This paper aims to expand on the research design and the research…

  9. ReleQuant – Improving teaching and learning in quantum physics through educational design research

    Directory of Open Access Journals (Sweden)

    Berit Bungum

    2015-05-01

    Full Text Available Quantum physics and relativity are demanding for teachers and students, but have the potential for students to experience physics as fascinating and meaningful. Project ReleQuant engaged in educational design research to improve teaching and learning in these topics in Norwegian upper secondary schools. The paper focuses on the first cycle of development of a teaching module on quantum physics and how design principles were developed. We construct the design principles by reviewing relevant research literature and conducting three pilot studies. The process resulted in the following principles for designing the quantum physics teaching module: 1 clarify how quantum physics breaks with classical physics; 2 use simulations of phenomena that cannot be experienced directly; 3 provide students to use written and oral language; 4 address and discuss wave-particle duality and the uncertainty

  10. From conditioning to learning communities: implications of fifty years of research in e-learning interaction design

    Directory of Open Access Journals (Sweden)

    Andrew Ravenscroft

    2003-12-01

    Full Text Available This paper will consider e-learning in terms of the underlying learning processes and interactions that are stimulated, supported or favoured by new media and the contexts or communities in which it is used. We will review and critique a selection of research and development from the past fifty years that has linked pedagogical and learning theory to the design of innovative e-learning systems and activities, and discuss their implications. It will include approaches that are, essentially, behaviourist (Skinner and Gagné, cognitivist (Pask, Piaget and Papert, situated (Lave, Wenger and Seely-Brown, socioconstructivist (Vygotsky, socio-cultural (Nardi and Engestrom and community-based (Wenger and Preece. Emerging from this review is the argument that effective elearning usually requires, or involves, high-quality educational discourse, that leads to, at the least, improved knowledge, and at the best, conceptual development and improved understanding. To achieve this I argue that we need to adopt a more holistic approach to design that synthesizes features of the included approaches, leading to a framework that emphasizes the relationships between cognitive changes, dialogue processes and the communities, or contexts for e-learning.

  11. Novel study guides for biochemistry meaningful learning in biology: a design-based research

    Directory of Open Access Journals (Sweden)

    Caetano da Costa

    2017-12-01

    Full Text Available To address the usually decontextualized transmission of information in biochemistry teaching, three interventions in a discipline (Metabolism for Biology majors were applied as innovative study guides. We describe the development, application, and evaluation of two study guides, contextualized with a real problem or an integrative view, using broad themes like evolution and metabolic adaptation. In order to evaluate the impact of both interventions on interest, motivation, and learning of the metabolic pathways, a design-based research with cycles of application and assessment was carried out, by means of classroom observation, grade analysis in written exams, and students’ interviews. Analysis and interpretation of the results point to benefits for teaching and learning, with helpful information to guide elaboration and refinement of new teaching materials and to make active learning more meaningful.

  12. The Experimental Research on E-Learning Instructional Design Model Based on Cognitive Flexibility Theory

    Science.gov (United States)

    Cao, Xianzhong; Wang, Feng; Zheng, Zhongmei

    The paper reports an educational experiment on the e-Learning instructional design model based on Cognitive Flexibility Theory, the experiment were made to explore the feasibility and effectiveness of the model in promoting the learning quality in ill-structured domain. The study performed the experiment on two groups of students: one group learned through the system designed by the model and the other learned by the traditional method. The results of the experiment indicate that the e-Learning designed through the model is helpful to promote the intrinsic motivation, learning quality in ill-structured domains, ability to resolve ill-structured problem and creative thinking ability of the students.

  13. Working Alongside Older People with a Learning Disability: Informing and Shaping Research Design

    Science.gov (United States)

    Herron, Daniel; Priest, Helena M.; Read, Sue

    2015-01-01

    Background: There has been an increase in inclusive research in the learning disability field; however, this has not been reflected within learning disability and dementia research, where little is known from the perspective of people with learning disabilities. This paper will define inclusive research, explore reasons for the dearth of inclusive…

  14. Novel Study Guides for Biochemistry Meaningful Learning in Biology: a Design-Based Research

    Directory of Open Access Journals (Sweden)

    Costa, C ; Galembeck, E. Costa, C ; Galembeck, E.

    2017-07-01

    Full Text Available One of the difficulties for biochemistry learning is the persistence of traditional teaching methods, based on transmission and memorization of abstract and detailed information, usually in a decontextualized way. Such scenario results in surface learning and content reproduction. In order to address these problems, three interventions in a discipline (Metabolism for Biology majors were applied, in the form of innovative teaching tools (study guides. OBJECTIVES: The main goal is to evaluate the impact of these interventions on interest, motivation, and learning of the metabolic pathways. MATERIALS AND METHODS: We describe the development, application, and evaluation of two study guides – one created from a problem used as a contextual connection for glycogen metabolism study and another embedding an integrative view based on glutamate metabolism. Both materials were guided by broad themes like evolution, metabolic adaptation, and comparative biochemistry. The development of the study guides combined submicroscopic (molecular and macroscopic (body, environment levels, aiming to motivate reading and discussion. A design-based research with cycles of application and assessment was carried out, by means of classroom observation, grade analysis in written exams, and students’ interviews. RESULTS AND DISCUSSION: In general, based on in-class student feedback to professors and to the researcher in the interviews, the study guides arouse curiosity and fostered peer discussion. Final average grades indicate a good global performance in all proposed activities. Whole data from study guides’ application in classroom evidenced their impact on interest, motivation, and learning. The strategy of developing problem or integrative situation linking molecular (micro and contextual (macro levels were helpful to foster critical thinking and to value topics of scientific literacy. CONCLUSIONS: Analysis and interpretation of the results point to benefits for

  15. Reflections on Online Learning Designs and Cross-Institutional Research Collaborations: Revisiting "Classrooms without Walls" in Two Australian Universities

    Science.gov (United States)

    Rossi, Dolene; van Rensburg, Henriette; Clark, Damien; Harreveld, R. E.; Beer, Colin; Danaher, P. A.

    2015-01-01

    The article on which this paper reflects ["Exploring a Cross-Institutional Research Collaboration and Innovation: Deploying Social Software and Web 2.0 Technologies to Investigate Online Learning Designs and Interactions in Two Australian Universities"] presented elements of a research project investigating learning interactions in…

  16. Learning design guided learning analytics in MOOCs

    NARCIS (Netherlands)

    Brouns, Francis; Firssova, Olga

    2016-01-01

    Poster presentation for our paper Brouns, F., & Firssova, O. (2016, October).The role of learning design and learning analytics in MOOCs. Paper presented at 9th EDEN Research Workshop, Oldenburg, Germany.

  17. Design-based research as a “smart” methodology for studying learning in the context of work

    DEFF Research Database (Denmark)

    Kolbæk, Ditte

    Although Design-based Research (DBR) was developed for investigating class-room training this paper discusses methodological issues when DBR is employed for investigating learning in the context of work, as it is an authentic learning environment, a real-world setting for fostering learning...... and creating usable knowledge and knowing. The purpose of this paper is to provide new perspectives on DBR regarding how to conduct DBR for studying learning from experience in the context of work. The research question is: What to consider to make DBR a smart methodology for exploring learning from experience...

  18. Employing Design and Development Research (DDR): Approaches in the Design and Development of Online Arabic Vocabulary Learning Games Prototype

    Science.gov (United States)

    Sahrir, Muhammad Sabri; Alias, Nor Aziah; Ismail, Zawawi; Osman, Nurulhuda

    2012-01-01

    The design and development research, first proposed by Brown and Collins in the 1990s, is currently among the well-known methods in educational research to test theory and validate its practicality. The method is also known as developmental research, design research, design-based research, formative research and design-cased and possesses…

  19. Interactive design of farm conversion : linking agricultural research and farmer learning for sustainable small scale horticulture production in Colombia

    NARCIS (Netherlands)

    Lee, R.A.

    2002-01-01

    Key words: interactive conversion design / vegetable production / small farms / sustainable farming / Colombia / learning processes / facilitation / agricultural research methods

  20. High-Quality Learning Environments for Engineering Design: Using Tablet PCs and Guidelines from Research on How People Learn

    OpenAIRE

    Enrique Palou; Lourdes Gazca; Juan Antonio Díaz García; José Andrés Rojas Lobato; Luis Geraldo Guerrero Ojeda; José Francisco Tamborero Arnal; María Teresa Jiménez Munguía; Aurelio López-Malo; Juan Manuel Garibay

    2012-01-01

    A team of several faculty members and graduate students at Universidad de las Amricas Puebla is improving engineering design teaching and learning by creating richer learning environments that promote an interactive classroom while integrating formative assessment into classroom practices by means of Tablet PCs and associated technologies. Learning environments that are knowledge-, learner-, community-, and assessment-centered as highlighted by the How People Learn framework, have been devel...

  1. A Design Research Study of a Curriculum and Diagnostic Assessment System for a Learning Trajectory on Equipartitioning

    Science.gov (United States)

    Confrey, Jere; Maloney, Alan

    2015-01-01

    Design research studies provide significant opportunities to study new innovations and approaches and how they affect the forms of learning in complex classroom ecologies. This paper reports on a two-week long design research study with twelve 2nd through 4th graders using curricular materials and a tablet-based diagnostic assessment system, both…

  2. Handbook of design research methods in education innovations in science, technology, engineering, and mathematics learning and teaching

    CERN Document Server

    Lesh, Richard A; Baek, John Y

    2008-01-01

    This Handbook presents the latest thinking and current examples of design research in education. Design-based research involves introducing innovations into real-world practices (as opposed to constrained laboratory contexts) and examining the impact of those designs on the learning process. Designed prototype applications (e.g., instructional methods, software or materials) and the research findings are then cycled back into the next iteration of the design innovation in order to build evidence of the particular theories being researched, and to positively impact practice and the diffusion of the innovation. The Handbook of Design Research Methods in Education-- the defining book for the field -- fills a need in how to conduct design research by those doing so right now. The chapters represent a broad array of interpretations and examples of how today's design researchers conceptualize this emergent methodology across areas as diverse as educational leadership, diffusion of innovations, complexity theory, an...

  3. Learning for design reuse

    DEFF Research Database (Denmark)

    Duffy, Alex; Duffy, Sandra M.

    1996-01-01

    Over the past decade "design assistance", that is, where the computer is viewed as an Intelligent Design Assistant (IDA), has emerged in knowledge based design support and has formed the basic research strategy for the CAD Cantre, University of Strathclyde, since the mid-1980s. Within this philos......Over the past decade "design assistance", that is, where the computer is viewed as an Intelligent Design Assistant (IDA), has emerged in knowledge based design support and has formed the basic research strategy for the CAD Cantre, University of Strathclyde, since the mid-1980s. Within...... this philosophy, an IDA would act as a colleague to a designer, providing guidance, learning from past experiences, carrying out semi- and fully-automated tasks, explaining its reasoning and in essence complementing the designer's own natural skills, and thus leaving the ultimate decision-making, control......, and responsibility with the designer.The ability to learn and evolve has been recognized as one of the key components of an IDA for it to fully support the designer's activities. Consequently, we have been directing our research effort on two main fronts, formalizing our understanding and developing models...

  4. Conducting Educational Design Research

    Science.gov (United States)

    McKenney, Susan; Reeves, Thomas

    2012-01-01

    Educational design research blends scientific investigation with systematic development and implementation of solutions to educational problems. Empirical investigation is conducted in real learning settings--not laboratories--to craft usable and effective solutions. At the same time, the research is carefully structured to produce theoretical…

  5. Design Science Research

    DEFF Research Database (Denmark)

    Pries-Heje, Jan; Venable, John; Baskerville, Richard L.

    2017-01-01

    This workshop is an applied tutorial, aimed at novice and experienced researchers who wish to learn more about Design Science Research (DSR) and/or to develop and progress their own DSR work. During the workshop, attendees will be introduced to various DSR concepts and current trends, to create...

  6. Teaching engineering design research

    DEFF Research Database (Denmark)

    Blessing, Lucienne; Andreasen, Mogens Myrup

    2005-01-01

    The importance og engineering design as an industrial activity, and the increasingly complex and dynamic context in which it takes place, has led to the wish to improve the effectiveness and efficiency of engineering design in practice as well as in education. Although attempts have been made...... to improve design for centuries, it was not until well in the second half of the 20th century that engineering design became a research topic (see pahl and Beitz (1996), Heymann (2004) for historical overviews). Engineering research, such as research into thermodynamics, mechanics and materials, has a much...... by PhD students. This has created the demand for a clear, efficient way of learning the crafmanship of doing design research, a demand which is in strong contrast to the state of design research in general. This article reflects the authors' efforts in running a summer school om engineering design...

  7. Virtual communities, research groups and projects on IMS Learning Design. State of the art, key factors and forthcoming challenges

    NARCIS (Netherlands)

    Burgos, Daniel; Koper, Rob

    2005-01-01

    Burgos, D., Koper, R. (2005) Virtual communities, research groups and projects on IMS Learning Design. State of the art, key factors and forthcoming challenges. In E-Journal of Educational Research, Assessment and Evaluation, vol. 11, issue 2 [www.uv.es/RELIEVE]. Available at

  8. Challenges and learning outcomes of educational design research for PhD students

    NARCIS (Netherlands)

    Bronkhorst, L.H.; de Kleijn, R.A.M.

    2016-01-01

    Educational design research (EDR) is described as a complex research approach. The challenges resulting from this complexity are typically described as procedural, whereas EDR might also be challenging for different reasons, specifically for early career researchers. Yet challenging experiences may

  9. Blogging in a biostatistics and research design graduate dental course: for learning or interaction?

    Science.gov (United States)

    El Tantawi, Maha M A

    2010-04-01

    The use of the Internet in health professions education has markedly increased in recent years. There is a need to understand the methods used by students to benefit from Internet-based teaching methods, especially those initially designed to promote social interaction such as blogs. This study describes how students used a blog in a biostatistics and research design graduate dental course. The aims of the blog were to offer exercises to train students for the exam and to enhance interaction among students and between students and instructor. Some features of the blog were modified to suit the course. Posts and comments were counted and classified by type, and their time statistics were analyzed. Students filled out a questionnaire to indicate whether and how exactly they used the blog or reasons for not using it. The relation between final exam scores and different methods of using the blog was assessed. Most of the posts were by the instructor offering exercises and model answers, whereas most of the comments were by students answering the exercises. Students were significantly more satisfied with blog uses related to interaction than with uses related to exercises (9.15+/-1.19, 8.73+/-1.34, P=0.001). The most frequently cited reason for not using the blog was lack of time. The most frequently reported method of using the blog was reading exercises and answers without actively contributing to the blog. Methods of using the blog significantly associated with higher scores in the final exam were actively contributing to the blog by posts or comments and interacting with colleagues. The main advantage of using the blog was promoting interaction between students and instructor, which is essential for the success of online learning in particular and adult learning in general.

  10. High-Quality Learning Environments for Engineering Design: Using Tablet PCs and Guidelines from Research on How People Learn

    Directory of Open Access Journals (Sweden)

    Enrique Palou

    2012-04-01

    Full Text Available A team of several faculty members and graduate students at Universidad de las Amricas Puebla is improving engineering design teaching and learning by creating richer learning environments that promote an interactive classroom while integrating formative assessment into classroom practices by means of Tablet PCs and associated technologies. Learning environments that are knowledge-, learner-, community-, and assessment-centered as highlighted by the How People Learn framework, have been developed. To date, the redesign of the undergraduate course entitled Introduction to Engineering Design has signicantly (p<0.05 increased student participation; formative assessment and feedback are more common and rapid; and instructors are utilizing the information gained through real-time formative assessments to tailor instruction to meet student needs. Particularly important have been opportunities to make student thinking visible and to give them chances to revise, as well as opportunities for "what if" thinking.

  11. Teachers’ Learning Design Practice for Students as Learning Designers

    DEFF Research Database (Denmark)

    Levinsen, Karin Tweddell; Sørensen, Birgitte Holm

    2018-01-01

    This paper contributes with elements of an emerging learning design methodology. The paper takes as its starting point the theory of Students as Learning Designers, which was developed by Sørensen and Levinsen and based on more than a decade of research-and-development projects in Danish primary...... schools (first to 10th grade). The research focussed on information and communication technology (ICT) within the Scandinavian tradition of Problem Oriented Project Pedagogy (POPP), Problem Based Learning (PBL) and students’ production. In recent years, the projects that provide the grounding...... for the theory have focussed specifically on learning designs that constitute students as learning designers of digital productions (both multimodal and coded productions). This includes learning designs that contribute to students’ empowerment, involvement and autonomy within the teacher-designed frameworks...

  12. Design-based research as a methodological approach to support participatory engagement of learners in the development of learning technologies

    OpenAIRE

    McDowell, James

    2015-01-01

    Following the origination of the design experiment as a mechanism to introduce learning interventions into the messy conditions of the classroom (Brown, 1992; Collins, 1992), design-based research (DBR) faced criticism from opposing paradigmatic camps before its acknowledgement as a promising methodology in which “formative evaluation plays a significant role” (Dede, Ketelhut, Whitehouse, Breit & McCloskey, 2009, p.16). \\ud \\ud This session presents a case study of a researcher-practitioner i...

  13. Scaffolding Learning for Practitioner-Scholars: The Philosophy and Design of a Qualitative Research Methods Course

    Science.gov (United States)

    Slayton, Julie; Samkian, Artineh

    2017-01-01

    We present our approach to a qualitative research methods course to prepare practitioner-scholars for their dissertation and independent research. We explain how an instructor's guide provides consistency and rigor, and in-class activities to scaffold learning, and helps faculty connect the content to students' out-of-school lives. We explain how…

  14. Design Research with a Focus on Learning Processes: An Overview on Achievements and Challenges

    Science.gov (United States)

    Prediger, Susanne; Gravemeijer, Koeno; Confrey, Jere

    2015-01-01

    Design research continues to gain prominence as a significant methodology in the mathematics education research community. This overview summarizes the origins and the current state of design research practices focusing on methodological requirements and processes of theorizing. While recognizing the rich variations in the foci and scale of design…

  15. Research design

    NARCIS (Netherlands)

    Tobi, Hilde; Kampen, Jarl K.

    2018-01-01

    Many of today’s global scientific challenges require the joint involvement of researchers from different disciplinary backgrounds (social sciences, environmental sciences, climatology, medicine, etc.). Such interdisciplinary research teams face many challenges resulting from differences in training

  16. Low Achieving Eighth Graders Learn to Crack Word Problems: A Design Research Project for Aligning a Strategic Scaffolding Tool to Students' Mental Processes

    Science.gov (United States)

    Prediger, Susanne; Krägeloh, Nadine

    2015-01-01

    Topic-specific didactical design research provides means not only to investigate how to learn but also what to learn, i.e., for specifying learning contents by analyzing students' comprehension processes in detail. This important characteristic of didactical design research is exemplarily shown for students' difficulties in finding symbolic…

  17. Developing and providing an online (web-based) clinical research design course in Japan: lessons learned.

    Science.gov (United States)

    Clark, Glenn T; Mulligan, Roseann; Baba, Kazuyoshi

    2011-04-01

    This article reports on the lessons learned while teaching an 8-week-long online course about the principles of clinical research design in Japan. Student activity data and how it relates to performance in the course are presented. As prolog, this article focuses on the barriers and solutions to creating and delivering a web-based course and it lists and discusses the most common concerns that educators often have about this process, namely, cost of the system and time requirement of the faculty. Options that must be considered when selecting the support software and hardware needed to conduct live streaming lecture, online video-based conference course are presented. The ancillary role of e-mail based distribution lists as an essential instruction tool within an interactive, instructor-supervised online course is discussed. This article then discusses the inclusion of active learning elements within an online course as well as the pros and cons regarding open-book versus closed book, proctored testing. Lastly, copyright issues the online instructor should know about are discussed. The student tracking data show that as the course progresses, students will reduce the number for page viewings. We speculate that this reduction is due to a combination of conflicting priorities plus increasing efficiency of the students at extracting the critical information. The article also concludes that software and hardware costs to deliver an online course are relatively minor but the faculty's time requirement is initially substantially higher than teaching in a conventional face-to-face course. Copyright © 2011 Japan Prosthodontic Society. Published by Elsevier Ltd. All rights reserved.

  18. Learning Design Tools

    NARCIS (Netherlands)

    Griffiths, David; Blat, Josep; Garcia, Rocío; Vogten, Hubert; Kwong, KL

    2005-01-01

    Griffiths, D., Blat, J., Garcia, R., Vogten, H. & Kwong, KL. (2005). Learning Design Tools. In: Koper, R. & Tattersall, C., Learning Design: A Handbook on Modelling and Delivering Networked Education and Training (pp. 109-136). Berlin-Heidelberg: Springer Verlag.

  19. Challenging the empowerment expectation: Learning, alienation and design possibilities in community-university research

    Directory of Open Access Journals (Sweden)

    Joe Curnow

    2017-06-01

    Full Text Available As community-university partnerships have become mainstream, researchers have argued that these approaches have the potential to be transformative, supporting community learning and creating capacity for community development. While this remains the dominant narrative of community research, some researchers have questioned the impacts of community research on frontline community, or peer, researchers who represent partnerships in their communities. These studies complicate the narrative, suggesting that learning and capacity building are not straightforward processes. While on the whole community-university partnerships tend to be empowering for community researchers, research is needed to understand the experiences of community researchers for whom this is not the case. My research examines a Toronto-based community-university participatory action research partnership, asking what community researchers learnt through their participation. I argue that, while community researchers learnt a great deal from their participation, the overall impact was not empowerment, but alienation. They did have their knowledge of community validated, and they built research skills, developed grievances through their conversations with neighbours and interrogated the links between grievances, all of which were important aspects of their participation. However, through the process they developed, or entrenched, a sense of powerlessness and dependence on the university researchers to take up their cause politically. This contradicts the aspirations of community-university partnership models, especially participatory action research, and raises questions about the inevitability of empowering social action stemming from these research projects. I argue that the disempowerment that the community researchers reported points to the need for community research to be embedded within existing social action organisations and infrastructure to provide clearer pathways to

  20. Efficient Learning Design

    DEFF Research Database (Denmark)

    Godsk, Mikkel

    This paper presents the current approach to implementing educational technology with learning design at the Faculty of Science and Technology, Aarhus University, by introducing the concept of ‘efficient learning design’. The underlying hypothesis is that implementing learning design is more than...... engaging educators in the design process and developing teaching and learning, it is a shift in educational practice that potentially requires a stakeholder analysis and ultimately a business model for the deployment. What is most important is to balance the institutional, educator, and student...... perspectives and to consider all these in conjunction in order to obtain a sustainable, efficient learning design. The approach to deploying learning design in terms of the concept of efficient learning design, the catalyst for educational development, i.e. the learning design model and how it is being used...

  1. Universal Design for Learning in Pre-K to Grade 12 Classrooms: A Systematic Review of Research

    Science.gov (United States)

    Ok, Min Wook; Rao, Kavita; Bryant, Brian R.; McDougall, Dennis

    2017-01-01

    Some researchers have characterized Universal Design for Learning (UDL) as a promising framework to provide diverse students with access to the general education curriculum, but to what extent and how have UDL-based interventions fulfilled that promise? The purpose of this review was to analyze studies that investigated impacts of UDL-based…

  2. A Learning Research Informed Design and Evaluation of a Web-Enhanced Object Oriented Programming Seminar

    Science.gov (United States)

    Georgantaki, Stavroula C.; Retalis, Symeon D.

    2007-01-01

    "Object-Oriented Programming" subject is included in the ACM Curriculum Guidelines for Undergraduate and Graduate Degree Programs in Computer Science as well as in Curriculum for K-12 Computer Science. In a few research studies learning problems and difficulties have been recorded, and therefore, specific pedagogical guidelines and…

  3. Developing a Mobile Physics Learning Environment Based on Physics Misconception Research and E-Learning Design Principles

    Science.gov (United States)

    Lee, Young-Jin

    2010-01-01

    With a rapid increase in the number of people who own a handheld device, such as an iPod, education researchers and administrators started looking for a way to use a handheld device to foster student learning. However, the current use of a mobile device in education is quite limited. With few exceptions, it is mostly used as a simple media player…

  4. Research and Development Projects with ICT and students as learning designers in Primary Schools: A methodological challenge

    DEFF Research Database (Denmark)

    Levinsen, Karin Ellen Tweddell; Sørensen, Birgitte Holm; Tosca, Susana

    of how: • ICT supports students learning, • ICT release time for more teaching, and • teachers digital literacy impact on the role of ICT in the educational practice. Further the call required collaboration between universities and university colleges in order to disseminate knowledge and new practices......In this paper we present some methodological challenges that emerged during the process of shaping the research design for the comprehensive and complex research project Children as learning designers in a digital school. The project is the realization of our proposal to a research call from...... the Danish Ministry of Education named Development projects and pilot school experiments (Udviklingsprojekter med demonstrationsskoleforsøg vedr. it i folkeskolen – see Undervisningsministeriet 2013) in the spring 2013. The call was based on a governmental decision to allocate 500 million DKR to increase...

  5. A Design Based Research Framework for Implementing a Transnational Mobile and Blended Learning Solution

    Science.gov (United States)

    Palalas, Agnieszka; Berezin, Nicole; Gunawardena, Charlotte; Kramer, Gretchen

    2015-01-01

    The article proposes a modified Design-Based Research (DBR) framework which accommodates the various socio-cultural factors that emerged in the longitudinal PA-HELP research study at Central University College (CUC) in Ghana, Africa. A transnational team of stakeholders from Ghana, Canada, and the USA collaborated on the development,…

  6. Using Educational Design Research Methods to Examine the Affordances of Online Games for Teacher Learning

    Science.gov (United States)

    Vrasidas, Charalambos; Solomou, Maria

    2013-01-01

    The purpose of this research was to examine the affordances and opportunities from using online games in teacher professional development. Following an educational design research approach, we developed an environment to provide opportunities for in-service teachers to engage in-game-based activities. Our work presented in this manuscript was of…

  7. Video-based multimedia designs: A research study testing learning effectiveness

    Directory of Open Access Journals (Sweden)

    David Reiss

    2008-05-01

    Full Text Available This paper summarizes research conducted on three computer-based video models’ effectiveness for learning based on memory and comprehension. In this quantitative study, a two-minute video presentation was created and played back in three different types of media players, for a sample of eighty-seven college freshman. The three players evaluated include a standard QuickTime video/audio player, a QuickTime player with embedded triggers that launched HTML-based study guide pages, and a Macromedia Flash-based video/audio player with a text field, with user activated links to the study guides as well as other interactive on-line resources. An assumption guiding this study was that the enhanced designs presenting different types of related information would reinforce the material and produce better comprehension and retention. However, findings indicate that the standard video player was the most effective overall, which suggests that media designs able to control the focus of a learner’s attention to one specific stream of information, a single-stream focused approach, may be the most effective way to present media-based content. Résumé: Cet article résume une étude vérifiant l’efficacité de l’apprentissage basé sur la mémorisation et la compréhension, conduite à partir de trois modèles basés sur la vidéo informatisée. Dans cette étude quantitative, une vidéo de deux minutes a été créée et lue sur trois types de lecteurs différents, pour un échantillon de 87 étudiants universitaires de première année. Les trois lecteurs évalués comprenaient un lecteur standard audio/vidéo Quicktime, un lecteur Quicktime avec déclencheurs intégrés qui lançait un guide d’étude en HTML, et un lecteur audio/vidéo Flash Macromedia avec un champ texte, comprenant des liens activés par l’usager vers des guides d’étude et d’autres ressources interactives en ligne. Une supposition guidant cette étude était que les designs

  8. Machine-Learning Research

    OpenAIRE

    Dietterich, Thomas G.

    1997-01-01

    Machine-learning research has been making great progress in many directions. This article summarizes four of these directions and discusses some current open problems. The four directions are (1) the improvement of classification accuracy by learning ensembles of classifiers, (2) methods for scaling up supervised learning algorithms, (3) reinforcement learning, and (4) the learning of complex stochastic models.

  9. Neither the Frying Pan nor the Fire: In Search of a Balanced Authentic e-Learning Design through an Educational Design Research Process

    Directory of Open Access Journals (Sweden)

    Hanna Teräs

    2014-04-01

    Full Text Available Teaching in higher education in the 21st century can be a demanding and complex role and academic educators around the globe are dealing with questions related to change. This paper describes a new type of a professional development program for teaching faculty, using a pedagogical model based on the principles of authentic e-learning. The program was developed with the help of an iterative educational design research process and rapid prototyping based on on-going research and redesign. This paper describes how the findings of the evaluations guided the design process and how the impact of the measures taken was in turn researched, in order to eventually identify and refine design principles for an authentic e-learning program for international teaching faculty professional development.

  10. Teaching experience on learning to research in social education: design and development of socio-educational research projects

    Directory of Open Access Journals (Sweden)

    Sonia MORALES CALVO

    2013-01-01

    Full Text Available With the introduction of the competency-based approach, university teaching has to face new challenges into the convergence process by the European Higher Education Area (EHEA. This situation involves a series of pedagogical implications related to: the emphasis on student learning, the changing role of the teacher as manager of the learning process, and the development of the ECTS methodology of «Other Teaching Spaces» such as teaching small groups (seminars or group works in the same classroom. The intention is to harness the educational potential of other teaching tools than those of lectures, for two reasons: better development in the acquisition of competence and greater concern for the quality of teaching, where ECTS credits, the competency as one of the axes of the curriculum, independent learning as aim and mean of higher education, learning throughout life as a synthesis of student learning and creating teaching materials as means of access to knowledge, are the benchmark in the construction of a university adapted to the EHEA. Similarly, we analyze the perceptions of students leading to curriculum development and methodology of the subject, comprising the high degree of satisfaction with the objectives, methodology and resources used in the subject, highlighting the tutorial and teamwork for effective learning. In this context, the aim of this paper is to show a teaching experience in the subject of Research Methods in Education, adapted to the requirements of the EHEA within the degree of Social Education in Talavera de la Reina (Toledo Campus of the University of Castilla-La Mancha. Likewise, we analyze the perceptions of students on the curricula and methodological development of the subject.

  11. Teachers’ Learning Design Practice for Students as Learning Designers

    DEFF Research Database (Denmark)

    Levinsen, Karin Tweddell; Sørensen, Birgitte Holm

    2018-01-01

    that simultaneously scaffold students’ subject-related inquiry, agency, reflection and learning. Research studies have documented that this approach constitutes arenas that support students’ deep learning and mastery of both transdisciplinary and subject matter, along with their acquisition of digital literacy and 21......This paper contributes with elements of an emerging learning design methodology. The paper takes as its starting point the theory of Students as Learning Designers, which was developed by Sørensen and Levinsen and based on more than a decade of research-and-development projects in Danish primary...... schools (first to 10th grade). The research focussed on information and communication technology (ICT) within the Scandinavian tradition of Problem Oriented Project Pedagogy (POPP), Problem Based Learning (PBL) and students’ production. In recent years, the projects that provide the grounding...

  12. Design Research between Design and Research

    DEFF Research Database (Denmark)

    Steinø, Nicolai; Markussen, Thomas

    2011-01-01

    The discourse on architecture and design research in Denmark in the past thirty years has been stuck in a unproductive dichotomy between research through design on the one hand and a phantom image of academic and theoretical, word-based research on the other. Advocates of the research through...... design strand have argued, that architecture and design research must follow an architecture and design methodology – designing – and be communicated by means of architecture and design media – images and artefacts. Essentially, this view sees no difference between architecture and design research...... and practice, as expressed in the notion of research as ‘artistic innovation work’. On the other hand, the pressure to expand research in architecture and design has seen a movement towards adopting traditional research paradigms from the technical and social sciences and humanities. For many architects...

  13. Inquiry-Based Learning in Mathematics: Designing Collaborative Research with Schools

    Science.gov (United States)

    Makar, Katie; Dole, Shelley

    2013-01-01

    A series of research projects were implemented over seven years to understand and facilitate teachers' experiences in adopting inquiry. An overview of the project, methodology and key outcomes are outlined as a basis for the partnership described in this symposium. We end the paper with a list of recommendations for designing collaborative…

  14. Study Links Learning Design to Changes in Knowledge, Beliefs, and Behaviors. Lessons from Research

    Science.gov (United States)

    Killion, Joellen

    2015-01-01

    In this study of 16 teachers in two primary schools in the Netherlands, researchers built on findings from previous studies to demonstrate that a thoughtfully designed professional development program can be "effective and sustainable, if certain conditions are met" (p. 772) in changing teachers' knowledge, beliefs, perceived problems,…

  15. Learning Space Service Design

    Directory of Open Access Journals (Sweden)

    Elliot Felix

    2011-12-01

    Full Text Available Much progress has been made in creating informal learning spaces that incorporate technology and flexibly support a variety of activities. This progress has been principally in designing the right combination of furniture, technology, and space. However, colleges and universities do not design services within learning spaces with nearly the same level of sophistication or integration. Nor do they adequately assess their services. This paper calls for a focus on designing services to facilitate better learning experiences. It describes the fundamentals of service design practice, a selection of exemplary spaces, and the implications for design, budgeting, and staffing.

  16. Creating Learning Experiences that Promote Informal Science Education: Designing Conservation-Focused Interactive Zoo Exhibits through Action Research

    Science.gov (United States)

    Kalenda, Peter

    Research on exhibit design over the past twenty years has started to identify many different methods to increase the learning that occurs in informal education environments. This study utilized relevant research on exhibit design to create and study the effectiveness of a mobile interactive exhibit at the Seneca Park Zoo that promotes socialization, engagement in science, and conservation-related practices among guests. This study will serve as one component of a major redesign project at the Seneca Park Zoo for their Rocky Coasts exhibit. This action research study targeted the following question, "How can interactive exhibits be designed to promote socialization, engagement in science, and real-world conservation-related practices (RCPs) among zoo guests?" Specific research questions included: 1. In what ways did guests engage with the exhibit? 2. In what ways were guests impacted by the exhibit? a) What evidence exists, if any, of guests learning science content from the exhibit? b) What evidence exists, if any, of guests being emotionally affected by the exhibit? c) What evidence exists, if any, of guests changing their RCPs after visiting the exhibit? Data were collected through zoo guest surveys completed by zoo guests comparing multiple exhibits, interviews with guests before and after they used the prototype exhibit, observations and audio recordings of guests using the prototype exhibit, and follow-up phone interviews with guests who volunteered to participate. Data were analyzed collaboratively with members of the zoo's exhibit Redesign Team using grounded theory qualitative data analysis techniques to find patterns and trends among data. Initial findings from data analysis were used to develop shifts in the exhibit in order to increase visitor engagement and learning. This process continued for two full action research spirals, which resulted in three iterations of the prototype exhibit. The overall findings of this study highlight the ways in which

  17. Designing Creative Learning Environments

    Directory of Open Access Journals (Sweden)

    Thomas Cochrane

    2015-05-01

    Full Text Available Designing creative learning environments involves not only facilitating student creativity, but also modeling creative pedagogical practice. In this paper we explore the implementation of a framework for designing creative learning environments using mobile social media as a catalyst for redefining both lecturer pedagogical practice, as well as redesigning the curriculum around student generated m-portfolios.

  18. Learning Space Service Design

    Science.gov (United States)

    Felix, Elliot

    2011-01-01

    Much progress has been made in creating informal learning spaces that incorporate technology and flexibly support a variety of activities. This progress has been principally in designing the right combination of furniture, technology, and space. However, colleges and universities do not design services within learning spaces with nearly the same…

  19. Designing for learning and empowerment

    DEFF Research Database (Denmark)

    Jönsson, Lise Høgh

    2017-01-01

    worked together to develop five new visual and digital methods for interviewing in special education. Thereby enhancing students’ competences, knowledge and proficiency in innovation and research as well as designing a solution aiding people with learning disabilities to communicate with peers......This paper proposes design-based research as a teaching approach to enhance the learning environment of university college students and as a potential tool for empowerment in practice. The paper depicts how students, professors, professional educationalists, and people with learning disabilities...

  20. A Meta-Analysis Method to Advance Design of Technology-Based Learning Tool: Combining Qualitative and Quantitative Research to Understand Learning in Relation to Different Technology Features

    Science.gov (United States)

    Zhang, Lin

    2014-01-01

    Educators design and create various technology tools to scaffold students' learning. As more and more technology designs are incorporated into learning, growing attention has been paid to the study of technology-based learning tool. This paper discusses the emerging issues, such as how can learning effectiveness be understood in relation to…

  1. Reflection in Learning through a Self-monitoring Device: Design Research on EEG Self-Monitoring during a Study Session

    Directory of Open Access Journals (Sweden)

    Eva Durall

    2017-04-01

    Full Text Available The increasing availability of self-monitoring technologies has created opportunities for gaining awareness about one’s own behavior and reflecting on it. In teaching and learning, there is interest in using self-monitoring technologies, but very few studies have explored the possibilities. In this paper, we present a design study that investigates a technology (called Feeler that guides students to follow a specific learning script, monitors changes in their electroencephalogram (EEG while studying, and later provides visualization of the EEG data. The results are two-fold: (1 the hardware/software prototype and (2 the conclusions from the proof-of-concept research conducted with the prototype and six participants. In the research, we collected qualitative data from interviews to identify whether the prototype supported students to develop their reflective skills. The thematic analysis of the interviews showed that the Feeler’s learning script and visualization of the EEG data supported greater levels of reflection by fostering students’ curiosity, puzzlement, and personal inquiry. The proof-of-concept research also provided insights into several factors, such as the value of personal experience, the challenge of assumptions, and the contextualization of the data that trigger reflective thinking. The results validate the design concept and the role of the prototype in supporting awareness of and reflection about students’ mental states when they perform academic tasks.

  2. Persuasive Designs for Learning - Learning in Persuasive Design

    DEFF Research Database (Denmark)

    Hansen, Sandra Burri Gram

    and evaluate persuasive learning designs for energy and environment education. Through an exploratory mixed methods approach, I extend my understanding of persuasive design and strive to establish its claim in relation to other more established research areas. I contribute to the field by arguing towards......In this dissertation, the potential of applying persuasive design principles to the development of learning designs in complex organizations is explored, analysed and developed. My research is conducted in collaboration with the Danish Ministry of Defence and the Danish army, where I design, test...... the potential of constructive ethics applied in practice, and with initial steps towards a methodological framework for persuasive design, which bridges between system-oriented and user-centred approaches to design....

  3. On the Need for Research Evidence to Guide the Design of Computer Games for Learning

    Science.gov (United States)

    Mayer, Richard E.

    2015-01-01

    Computer games for learning (also called video games or digital games) have potential to improve education. This is the intriguing idea that motivates this special issue of the "Educational Psychologist" on "Psychological Perspectives on Digital Games and Learning." Computer games for learning are games delivered via computer…

  4. Employing the TPACK Framework for Researcher-Teacher Co-Design of a Mobile-Assisted Seamless Language Learning Environment

    Science.gov (United States)

    Wong, Lung-Hsiang; Chai, Ching Sing; Zhang, Xujuan; King, Ronnel B.

    2015-01-01

    Integrating technologies into teaching and learning poses a significant challenge for many teachers who lack socio-techno-pedagogical know-how and time to design interventions. A possible solution is to design sound technology-enhanced learning (TEL) environments with relevant content and pedagogical tools to reduce teachers' design efforts.…

  5. Development and Testing of a M-Learning System for the Professional Development of Academics through Design-Based Action Research

    Science.gov (United States)

    Keskin, Nilgun Ozdamar; Kuzu, Abdullah

    2015-01-01

    In the present study, a mobile learning system for the professional development of academics was developed by design based action research, and the perceptions and experiences of the academics using this system were examined. In the first phase of this design-based action research, the research question was defined. In the second phase, a…

  6. Developing longitudinal qualitative designs: lessons learned and recommendations for health services research.

    Science.gov (United States)

    Calman, Lynn; Brunton, Lisa; Molassiotis, Alex

    2013-02-06

    Longitudinal qualitative methods are becoming increasingly used in the health service research, but the method and challenges particular to health care settings are not well described in the literature.We reflect on the strategies used in a longitudinal qualitative study to explore the experience of symptoms in cancer patients and their carers, following participants from diagnosis for twelve months; we highlight ethical, practical, theoretical and methodological issues that need to be considered and addressed from the outset of a longitudinal qualitative study. Key considerations in undertaking longitudinal qualitative projects in health research, include the use of theory, utilizing multiple methods of analysis and giving consideration to the practical and ethical issues at an early stage. These can include issues of time and timing; data collection processes; changing the topic guide over time; recruitment considerations; retention of staff; issues around confidentiality; effects of project on staff and patients, and analyzing data within and across time. As longitudinal qualitative methods are becoming increasingly used in health services research, the methodological and practical challenges particular to health care settings need more robust approaches and conceptual improvement. We provide recommendations for the use of such designs. We have a particular focus on cancer patients, so this paper will have particular relevance for researchers interested in chronic and life limiting conditions.

  7. Employing Earned Value Management in Government Research and Design - Lessons Learned from the Trenches

    Science.gov (United States)

    Simon, Tom

    2009-01-01

    To effectively manage a project, the project manager must have a plan, understand the current conditions, and be able to take action to correct the course when challenges arise. Research and design projects face technical, schedule, and budget challenges that make it difficult to utilize project management tools developed for projects based on previously demonstrated technologies. Projects developing new technologies by their inherent nature are trying something new and thus have little to no data to support estimates for schedule and cost, let alone the technical outcome. Projects with a vision for the outcome but little confidence in the exact tasks to accomplish in order to achieve the vision incur cost and schedule penalties when conceptual solutions require unexpected iterations or even a reinvention of the plan. This presentation will share the project management methodology and tools developed through trial and error for a NASA research and design project combining industry, academia, and NASA inhouse work in which Earned Value Management principles were employed but adapted for the reality of the government financial system and the reality of challenging technology development. The priorities of the presented methodology are flexibility, accountability, and simplicity to give the manager tools to help deliver to the customer while not using up valuable time and resources on extensive planning and analysis. This presentation will share the methodology, tools, and work through failed and successful examples from the three years of process evolution.

  8. Students as Learning Designers

    DEFF Research Database (Denmark)

    Levinsen, Karin; Sørensen, Birgitte Holm

    2013-01-01

    This paper focuses on students in the youngest classes at primary school as learning designers of ICT-integrated productions. It is based on the project Netbook 1:1 (2009-2012) funded by the municipality of Gentofte and Microsoft Denmark. The paper presents a model for designing ICT-integrated st......This paper focuses on students in the youngest classes at primary school as learning designers of ICT-integrated productions. It is based on the project Netbook 1:1 (2009-2012) funded by the municipality of Gentofte and Microsoft Denmark. The paper presents a model for designing ICT......-integrated student productions which was developed during the project in relation to different subjects. Ownership, iteration and feedforward are the central concepts in this model. Two exemplary cases are presented illustrating the students’ and teachers’ roles as learning designers in relation to the model...

  9. Design Research as Conceptual Designing

    DEFF Research Database (Denmark)

    Ylirisku, Salu; Jacucci, Giulio; Sellen, Abigail

    2015-01-01

    define conceptual designing as a constructive framing and re-framing activity, which is mediated by and targeted at the creation of new design concepts. Conceptual designing as an approach is valuable for addressing the fuzziness and ambiguity typical of research that explores novel areas with new...... partners, methods and resources. It is by no means a new phenomenon, and the main contribution of the article is the clarification of conceptual designing as a particular approach to designing and researching. The approach embraces openness, resource-construction and collaboration. We conclude...... that conceptual designing can be especially useful in research and design projects that bring different kinds of people, organizations, technologies and domains together into the forming of new well-founded proposals for development. The presentation of conceptual designing in this paper is written...

  10. Learning styles and courseware design

    OpenAIRE

    Valley, Karen

    1997-01-01

    In this paper we examine how (courseware) can accommodate differences in preferred learning style. A review of the literature on learning styles is followed by a discussion of the implications of being able to accurately classify learners, and key issues that must be addressed are raised. We then present two courseware design solutions that take into account individual learning‐style preference: the first follows on from traditional research in this area and assumes that learners can be class...

  11. Open Source Software and Design-Based Research Symbiosis in Developing 3D Virtual Learning Environments: Examples from the iSocial Project

    Science.gov (United States)

    Schmidt, Matthew; Galyen, Krista; Laffey, James; Babiuch, Ryan; Schmidt, Carla

    2014-01-01

    Design-based research (DBR) and open source software are both acknowledged as potentially productive ways for advancing learning technologies. These approaches have practical benefits for the design and development process and for building and leveraging community to augment and sustain design and development. This report presents a case study of…

  12. A Design Framework for Personal Learning Environments

    NARCIS (Netherlands)

    Rahimi, E.

    2015-01-01

    The purpose of our research was to develop a PLE (personal learning environment) design framework for workplace settings. By doing such, the research has answered this research question, how should a technology-based personal learning environment be designed, aiming at supporting learners to gain

  13. Research on Cognitive Load Theory and its Design Implications for E-Learning

    NARCIS (Netherlands)

    Van Merriënboer, Jeroen; Ayres, Paul

    2007-01-01

    This introduction to the special issue provides a context for the contributing articles. For readers who are not familiar with Cognitive Load Theory (CLT), it provides a very brief description of assumptions regarding memory systems and learning processes, different types of cognitive load

  14. Technology Enhanced Learning in Science: Interactions, Affordances and Design Based Research

    Science.gov (United States)

    Scanlon, Eileen

    2010-01-01

    The role of an educational technologist is difficult to define. This paper reflects on the experience of working on a range of technology enhanced learning in science projects to review a number of working principles which have proved effective in the practice of educational technology. It discusses how these principles relate to the theories in…

  15. Designing informal learning spaces using student perspectives

    Directory of Open Access Journals (Sweden)

    Matthew David Riddle

    2012-06-01

    Full Text Available This article describes the design of informal learning spaces at an Australian university that support students in the generation of knowledge. Recent learning space design projects at La Trobe have been informed by a number of pre-existing projects, including a small research project on student use of technologies, a national project on learning space design, and a significant curriculum renewal process at the university. It demonstrates the ways in which evidence based on student perspectives and principles developed through applied research in teaching and learning can inform real world learning space design projects in a higher education context.

  16. Teaching strategies to promote concept learning by design challenges

    Science.gov (United States)

    Van Breukelen, Dave; Van Meel, Adrianus; De Vries, Marc

    2017-07-01

    Background: This study is the second study of a design-based research, organised around four studies, that aims to improve student learning, teaching skills and teacher training concerning the design-based learning approach called Learning by Design (LBD).

  17. Leveraging Failure in Design Research

    Science.gov (United States)

    Lobato, Joanne; Walters, C. David; Hohensee, Charles; Gruver, John; Diamond, Jaime Marie

    2015-01-01

    Even in the resource-rich, more ideal conditions of many design-based classroom interventions, unexpected events can lead to disappointing results in student learning. However, if later iterations in a design research study are more successful, the previous failures can provide opportunities for comparisons to reveal subtle differences in…

  18. Teachers as designers of technology enhanced learning

    NARCIS (Netherlands)

    Kali, Yael; McKenney, Susan; Sagy, Ornit; Voogt, Joke

    2015-01-01

    Design of (technology-enhanced) learning activities and materials is one fruitful process through which teachers learn and become professionals. To facilitate this process, research is needed to understand how teachers learn through design, how this process may be supported, and how teacher

  19. Brain Research: Implications for Learning.

    Science.gov (United States)

    Soares, Louise M.; Soares, Anthony T.

    Brain research has illuminated several areas of the learning process: (1) learning as association; (2) learning as reinforcement; (3) learning as perception; (4) learning as imitation; (5) learning as organization; (6) learning as individual style; and (7) learning as brain activity. The classic conditioning model developed by Pavlov advanced…

  20. An educational design for organizational Learning

    DEFF Research Database (Denmark)

    Kolbæk, Ditte

    The aim of my study is to explore how employees may learn collaboratively from common work experience in the context of work. The study includes the development of an educational design for learning from work experience. The development of the educational design was initially not a research project......, but a task for me to solve in my role as manager of Organisational Learning, Oracle EMEA (Europe, Middle East and Africa) from 2005 to 2012. The development of the educational design was not planned as a scientific research. However, its success was founded on the feedback from participants, decision...... and b) me as an active participant in the research object. The research area is Educational Research with the theory-driven design of learning environments. (Design-Based Research Collective 2003: 8). Design-based research (DBR) was developed for researching classical classroom training. In this study...

  1. Comunidades virtuales, grupos y proyectos de investigación sobre ims learning design. Status quo, factores clave y retos inmediatos [Virtual communities, research groups and projects on IMS Learning Design. State of the art, key factors and forthcoming challenges

    Directory of Open Access Journals (Sweden)

    Daniel Burgos

    2005-12-01

    Full Text Available We carry out a report showing the state of the art about virtual communities, research groups and projects focused on the e-learning specification IMS Learning Design or directly related to it. This specification is currently becoming the most flexible and supported de facto standard for modelling full learning processes, as a complement for any structure of educational contents. Afterwards, as a consequence of the previous study, we develop a reading and a further analysis of the current panorama, and describe the key factors that show the relevance and impact of IMS Learning Design and also the main forthcoming challenges. Realizamos una descripción del estado del arte sobre las comunidades virtuales, los grupos de trabajo y los proyectos de investigación centrados en la especificación de e-learning IMS Learning Design o desarrollados en torno a ella. Esta especificación se está convirtiendo de facto en el estándar más versátil y respaldado para modelar procesos completos de aprendizaje como complemento de estructuras de contenidos educativos. Posteriormente, y como consecuencia del estudio, desarrollamos un análisis y lectura del panorama actual con una indicación de los factores clave que muestran su impacto y relevancia y los principales retos a abordar en un futuro inmediato.

  2. Design and Implementation of a Pilot Obesity Prevention Program in a Low-Resource School: Lessons Learned and Research Recommendations

    Science.gov (United States)

    Baskin, Monica L.; Zunker, Christie; Worley, Courtney B.; Dial, Brenda; Kimbrough, Linda

    2009-01-01

    Purpose: This paper seeks to describe the design, implementation, and lessons learned from an obesity prevention pilot program delivered in a low resource school in the USA. Design/methodology/approach: A planned program evaluation was conducted to: document explicitly the process of designing and implementing the program; and assess the…

  3. Researching workplace learning

    DEFF Research Database (Denmark)

    Jørgensen, Christian Helms; Warring, Niels

    2007-01-01

    This article presents a theoretical and methodological framework for understanding and researching learning in the workplace. The workplace is viewed in a societal context and the learner is viewed as more than an employee in order to understand the learning process in relation to the learner......'s life history.Moreover we will explain the need to establish a 'double view' by examining learning in the workplace both as an objective and as a subjective reality. The article is mainly theoretical, but can also be of interest to practitioners who wish to understand learning in the workplace both...

  4. Learning by watching Vernacular Iñupiaq-Inuit design learning as inspiration for design education

    OpenAIRE

    Janne Beate Reitan

    2014-01-01

    In this article, I explore a single case of vernacular clothing design — the practice and learning of design for contemporary Iñupiaq-Inuit clothing made by women from Kaktovik in Northern Alaska — and I hope to contribute to a better understanding of design practice and learning in general. Design research has many unexplored areas, and one of these omissions is vernacular design, or folk design. In my opinion, professional and academic design may well have something to learn from vernacular...

  5. A Design-Based Research Approach to Improving Professional Development and Teacher Knowledge: The Case of the Smithsonian Learning Lab

    Science.gov (United States)

    Zinger, Doron; Naranjo, Ashley; Amador, Isabel; Gilbertson, Nicole; Warschauer, Mark

    2017-01-01

    Incorporating technology in classrooms to promote student learning is an ongoing instructional challenge. Teacher professional development (PD) is a central component of teacher education to support student use of technology and can improve student learning, but PD has had mixed results. In this study, researchers investigated a PD program…

  6. Learning Design Development for Blended Learning

    DEFF Research Database (Denmark)

    Hansen, Janne Saltoft

    Learning design development for blended learning We started implementing Blackboard at Aarhus University in 2013. At the Health Faculty Blackboard replaced AULA which was a LMS with functionality for file distribution and only a vague focus on learning tools. Most teachers therefore had...... no experiences with blended leaning and technology supported out-of-class activities. At the pedagogical unit at the Health faculty we wanted to follow the Blackboard implementation with pedagogical tools for learning design to evolve the pedagogical use of the system. We needed to make development of blended...... learning courses easier for the teachers and also ensure quality in the courses. This poster describes the process from development of the learning design to implementation of the learning design at the faculty: 1. How to place demands on a learning design-model and how to develop and use such a model. 2...

  7. Reflection: Research by Design: Design-Based Research and the Higher Degree Research Student

    Science.gov (United States)

    Kennedy-Clark, Shannon

    2015-01-01

    The article "Research by design: Design-based research and the higher degree research student" (Kennedy-Clark, 2013) appeared in the "Journal of Learning Design" Volume 6, Issue 2 in 2013. Two years on, Shannon Kennedy-Clark reflects upon her original article. Upon being asked to revisit this article the author reflected upon…

  8. Empirical research through design

    NARCIS (Netherlands)

    Keyson, D.V.; Bruns, M.

    2009-01-01

    This paper describes the empirical research through design method (ERDM), which differs from current approaches to research through design by enforcing the need for the designer, after a series of pilot prototype based studies, to a-priori develop a number of testable interaction design hypothesis

  9. Teachers as Designers of Technology Enhanced Learning

    NARCIS (Netherlands)

    Kali, Yael; McKenney, Susan; Sagy, Ornit

    2015-01-01

    While the benefits of teacher involvement in designing technology enhanced learning are acknowledged in the literature, far less is known about shaping that involvement to yield those benefits. Research is needed to understand how teachers learn through design; how teacher design activities may be

  10. Teachers as Designers of Technology Enhanced Learning

    Science.gov (United States)

    Kali, Yael; McKenney, Susan; Sagy, Ornit

    2015-01-01

    While the benefits of teacher involvement in designing technology enhanced learning are acknowledged in the literature, far less is known about shaping that involvement to yield those benefits. Research is needed to understand how teachers learn through design; how teacher design activities may be supported; and how teacher involvement in design…

  11. Teachers as Designers of Technology Enhanced Learning

    NARCIS (Netherlands)

    Kali, Yael; McKenney, Susan; Sagy, Ornit

    2016-01-01

    While the benefits of teacher involvement in designing technology enhanced learning are acknowledged in the literature, far less is known about shaping that involvement to yield those benefits. Research is needed to understand how teachers learn through design; how teacher design activities may be

  12. Design research through practice : from the lab, field, and showroom

    NARCIS (Netherlands)

    Koskinen, I.; Zimmerman, J.; Binder, T.; Redström, J.; Wensveen, S.A.G.

    2011-01-01

    Businesses and the HCI and Interaction Design communities have embraced design and design research. Design research as a field blends methodologies from several disciplines - sociology, engineering, software, philosophy, industrial design, HCI/interaction design -- so designers can learn from past

  13. Towards programmatic design research

    Directory of Open Access Journals (Sweden)

    Jonas Löwgren

    2013-12-01

    Full Text Available The notion of design research entails research where design practice forms part of the knowledge production. Based on our characterization of the nature of design, we propose to conceptualize this kind of research as programmatic design research. Two ongoing PhD projects in interaction design are presented as examples of programmatic research processes, highlighting issues to do with the virtues and qualities of the processes, the interplay of optics and engagements in a hermeneutical dynamic, and the production of takeaways for the academic community.

  14. Experimenting on how to create a sustainable gamified learning design that supports adult students when learning through designing learning games

    DEFF Research Database (Denmark)

    Weitze, Charlotte Lærke

    2014-01-01

    digital learning games (small games) in cross‐disciplinary subject matters. The experiment has focused on creating a game‐based learning design that enables the students to implement the learning goals into their games, and on making the game design process motivating and engaging. Another focus......This paper presents and discusses the first iteration of a design‐based research experiment focusing on how to create an overall gamified learning design (big Game) facilitating the learning process for adult students by letting them be their own learning designers through designing their own...... of the study has been to create a sustainable learning design that supports the learning game design process and gives teachers the ability to evaluate whether the students have been successful in learning their subject matter through this learning game design process. The findings are that this initial...

  15. Designing informal learning spaces using student perspectives

    OpenAIRE

    Matthew David Riddle; Kay Souter

    2012-01-01

    This article describes the design of informal learning spaces at an Australian university that support students in the generation of knowledge. Recent learning space design projects at La Trobe have been informed by a number of pre-existing projects, including a small research project on student use of technologies, a national project on learning space design, and a significant curriculum renewal process at the university. It demonstrates the ways in which evidence based on student perspectiv...

  16. Digital Games, Design, and Learning

    Science.gov (United States)

    Clark, Douglas B.; Tanner-Smith, Emily E.; Killingsworth, Stephen S.

    2016-01-01

    In this meta-analysis, we systematically reviewed research on digital games and learning for K–16 students. We synthesized comparisons of game versus nongame conditions (i.e., media comparisons) and comparisons of augmented games versus standard game designs (i.e., value-added comparisons). We used random-effects meta-regression models with robust variance estimates to summarize overall effects and explore potential moderator effects. Results from media comparisons indicated that digital games significantly enhanced student learning relative to nongame conditions (g¯ = 0.33, 95% confidence interval [0.19, 0.48], k = 57, n = 209). Results from value-added comparisons indicated significant learning benefits associated with augmented game designs (g¯ = 0.34, 95% confidence interval [0.17, 0.51], k = 20, n = 40). Moderator analyses demonstrated that effects varied across various game mechanics characteristics, visual and narrative characteristics, and research quality characteristics. Taken together, the results highlight the affordances of games for learning as well as the key role of design beyond medium. PMID:26937054

  17. Learning by watching Vernacular Iñupiaq-Inuit design learning as inspiration for design education

    Directory of Open Access Journals (Sweden)

    Janne Beate Reitan

    2014-12-01

    Full Text Available In this article, I explore a single case of vernacular clothing design — the practice and learning of design for contemporary Iñupiaq-Inuit clothing made by women from Kaktovik in Northern Alaska — and I hope to contribute to a better understanding of design practice and learning in general. Design research has many unexplored areas, and one of these omissions is vernacular design, or folk design. In my opinion, professional and academic design may well have something to learn from vernacular design, although this research is about vernacular learning and about what, why and how the‘making’ discipline of clothing design is learned. This study was based on observations of and interviews with seamstresses and research-by-design, which includes authorial participation in designing and sewing in adherence to Iñupiaq tradition. All of this was recorded on digital video film. The investigation of Iñupiaq-Inuit clothing design indicates that watching was the most common way of learning, a phenomenon I have chosen to call learning-by-watching, a concept that can be seen as a development of both Schön and Wenger’s theories of learning, as influenced by John Dewey’s theory of learning-by-doing. This study will be discussed in connection with design education, from kindergarten to professional studies in higher education, in the forthcoming research project, Design Literacy, the purpose of which is to develop theory to improve design education in both compulsory and academic design education. Consequently, to improve design education in general, a thorough focus on learning-by-watching in communities of practice would make for more reflective practitioners and more sustainable design practices in the long run.Keywords: Vernacular design, clothing design, design thinking, learning-by-watching, learning-bydoing.

  18. Participatory design based research

    DEFF Research Database (Denmark)

    Dau, Susanne; Bach Jensen, Louise; Falk, Lars

    This poster reveal how participatory design based research by the use of a CoED inspired creative process can be used for designing solutions to problems regarding students study activities outside campus.......This poster reveal how participatory design based research by the use of a CoED inspired creative process can be used for designing solutions to problems regarding students study activities outside campus....

  19. The networked student: A design-based research case study of student constructed personal learning environments in a middle school science course

    Science.gov (United States)

    Drexler, Wendy

    This design-based research case study applied a networked learning approach to a seventh grade science class at a public school in the southeastern United States. Students adapted emerging Web applications to construct personal learning environments for in-depth scientific inquiry of poisonous and venomous life forms. The personal learning environments constructed used Application Programming Interface (API) widgets to access, organize, and synthesize content from a number of educational Internet resources and social network connections. This study examined the nature of personal learning environments; the processes students go through during construction, and patterns that emerged. The project was documented from both an instructional and student-design perspective. Findings revealed that students applied the processes of: practicing digital responsibility; practicing digital literacy; organizing content; collaborating and socializing; and synthesizing and creating. These processes informed a model of the networked student that will serve as a framework for future instructional designs. A networked learning approach that incorporates these processes into future designs has implications for student learning, teacher roles, professional development, administrative policies, and delivery. This work is significant in that it shifts the focus from technology innovations based on tools to student empowerment based on the processes required to support learning. It affirms the need for greater attention to digital literacy and responsibility in K12 schools as well as consideration for those skills students will need to achieve success in the 21st century. The design-based research case study provides a set of design principles for teachers to follow when facilitating student construction of personal learning environments.

  20. Design Research on Mathematics Education: Investigating The Progress of Indonesian Fifth Grade Students’ Learning on Multiplication of Fractions With Natural Numbers

    Directory of Open Access Journals (Sweden)

    Nenden Octavarulia Shanty

    2011-07-01

    Full Text Available This study aimed at investigating the progress of students’ learning onmultiplication fractions with natural numbers through the five activitylevels based on Realistic Mathematics Education (RME approachproposed by Streefland. Design research was chosen to achieve thisresearch goal. In design research, the Hypothetical Learning Trajectory(HLT plays important role as a design and research instrument. ThisHLT tested to thirty-seven students of grade five primary school (i.e.SDN 179 Palembang.The result of the classroom practices showed that measurement (lengthactivity could stimulate students’ to produce fractions as the first levelin learning multiplication of fractions with natural numbers.Furthermore, strategies and tools used by the students in partitioninggradually be developed into a more formal mathematics in whichnumber line be used as the model of measuring situation and the modelfor more formal reasoning. The number line then could bring thestudents to the last activity level, namely on the way to rules formultiplying fractions with natural numbers. Based on this findings, it is suggested that Streefland’s five activity levels can be used as aguideline in learning multiplication of fractions with natural numbers in which the learning process become a more progressive learning.

  1. An Integrated Mixed Methods Research Design: Example of the Project Foreign Language Learning Strategies and Achievement: Analysis of Strategy Clusters and Sequences

    OpenAIRE

    Vlčková Kateřina

    2014-01-01

    The presentation focused on an so called integrated mixed method research design example on a basis of a Czech Science Foundation Project Nr. GAP407/12/0432 "Foreign Language Learning Strategies and Achievement: Analysis of Strategy Clusters and Sequences". All main integrated parts of the mixed methods research design were discussed: the aim, theoretical framework, research question, methods and validity threats. Prezentace se zaměřovala na tzv. integrovaný vícemetodový výzkumný design na...

  2. LEARNING AND ENVIRONMENTAL DESIGN: Softer Learning Spaces

    Directory of Open Access Journals (Sweden)

    E. Ümran TOPÇU

    2013-07-01

    Full Text Available Learning is a central part of everyone’s life that is often associated with school and  classrooms. Today’ classroom looks and functions like the classroom of an earlier century. Desks lined up in neat rows, facing the teacher and a board or screen is the general condition in many educational institutions. Most of us have sat through classes in plain, hard rooms. Although they did not look very pleasant, we all coped with them. If they could be designed slightly more tolerable, would they help in the betterment of education and learning in any measurable way? This paper aims at describing an attempt to design an alternative classroom. Based on several years of experience, it is observed that there is a demand among students for softer, warmer and more intimate instructional spaces. Students of “People and Environment” Course were asked to select a suitable space to redesign as a “Soft Classroom” within Bahçeşehir University Besiktas Campus  premises. This case study presented a potential research project to etter understand,  how student engagement can be increased by changing learning spaces.

  3. Reflecting Contemporary Design Research

    DEFF Research Database (Denmark)

    Engholm, Ida

    2017-01-01

    In recent years, design research has been the object of growing attention in universities and academies throughout the world. The present paper addresses the heterogeneous character of design research and the current need for reflection on the various approaches and interests. For this purpose......, the paper follows two steps. First, it proposes a categorization of the field in the form of a position model. The paper’s underlying assumption is that design research as a discipline exists in many different forms that cannot necessarily be brought together under one common academic research tradition......; instead it is necessary to attempt to define the field in order to initiate discussions about what constitutes the various research bases for design. Second, the paper discusses the implication for future design research when it is an interdisciplinary field that involves many disciplines, mindsets...

  4. Designing Learning Resources in Synchronous Learning Environments

    DEFF Research Database (Denmark)

    Christiansen, Rene B

    2015-01-01

    Computer-mediated Communication (CMC) and synchronous learning environments offer new solutions for teachers and students that transcend the singular one-way transmission of content knowledge from teacher to student. CMC makes it possible not only to teach computer mediated but also to design...... and create new learning resources targeted to a specific group of learners. This paper addresses the possibilities of designing learning resources within synchronous learning environments. The empirical basis is a cross-country study involving students and teachers in primary schools in three Nordic...... Countries (Denmark, Sweden and Norway). On the basis of these empirical studies a set of design examples is drawn with the purpose of showing how the design fulfills the dual purpose of functioning as a remote, synchronous learning environment and - using the learning materials used and recordings...

  5. Designerly Learning: Workshops for Schools at the Design Museum

    Science.gov (United States)

    Charman, Helen

    2010-01-01

    This paper presents qualitative research recently undertaken by the Head of Learning at the Design Museum. The research explores how learning in the museum's workshop programme for schools is conceptualised by the museum educators who devise and teach on the programme. The study is framed by an epistemological stance of social constructionism, in…

  6. Design (research) practice

    DEFF Research Database (Denmark)

    Binder, Thomas; Brandt, Eva

    2017-01-01

    possibilities through experimentation (Brandt and Binder 2007). Likewise in relation to design research we have argued that “the possible is always contingent and though research may convincingly provide arguments for certain possibilities both search and arguments have to be guided by programs that set...... substantiate or challenge this view and the dialectic between program and probing is in our view central to any design practice” (Binder and Redström 2006: 4). Our suggestion is to see design research practices as fundamentally homologous to any other design practices both in terms of the way they are driven...

  7. Coupling between Metacognition and Emotions during STEM Learning with Advanced Learning Technologies: A Critical Analysis, Implications for Future Research, and Design of Learning Systems

    Science.gov (United States)

    Azevedo, Roger; Mudrick, Nicholas; Taub, Michelle; Wortha, Franz

    2017-01-01

    Metacognition and emotions play a critical role in learners' ability to monitor and regulate their learning about 21st-century skills related to science, technology, engineering, and mathematics (STEM) content while using advanced learning technologies (ALTs; e.g., intelligent tutoring systems, serious games, hypermedia, augmented reality). In…

  8. Teaching Strategies to Promote Concept Learning by Design Challenges

    Science.gov (United States)

    Van Breukelen, Dave; Van Meel, Adrianus; De Vries, Marc

    2017-01-01

    Background: This study is the second study of a design-based research, organised around four studies, that aims to improve student learning, teaching skills and teacher training concerning the design-based learning approach called Learning by Design (LBD). Purpose: LBD uses the context of design challenges to learn, among other things, science.…

  9. Developing theory-driven design research

    DEFF Research Database (Denmark)

    Cash, Philip J.

    2018-01-01

    Design research is increasingly weak in comparison with other fields; without action to increase scientific, theoretical, and methodological rigour there is a real possibility of the field being superseded and becoming obsolete through lack of impact. The aim of this paper is to show how design r....... I identify key learning indicating future directions for theory-driven design research. I conclude by providing some concrete recommendations for the field of design research and individual design researchers....

  10. DESIGN RESEARCH ON RATIO AND PROPORTION LEARNING BY USING RATIO TABLE AND GRAPH WITH OKU TIMUR CONTEXT AT 7th GRADE

    Directory of Open Access Journals (Sweden)

    Haniful Muttaqin

    2017-06-01

    Full Text Available This research was motivated by several studies which show that students have difficulties in understanding the material ratio, wherein one contributing factor is the lack of ability in proportional reasoning. The purpose of this study is to produce a trajectory of learning to help students develop abilities in comparison reasoning. Solution strategies in this study were the ratio tables and graphs using PMRI approach (Indonesian Realistic Mathematics Education with OKU Timur context. This research was conducted in MTs Subulussalam 2 Sriwangi Ulu OKU Timur. The method used was design research with three stages, those are the preliminary experiment, design experiment, and retrospective analysis. At the preliminary experiment, researchers designed the Hypothetical Learning Trajectory (HLT. At the design experiment, HLT tested on students to develop informal knowledge into a formal knowledge of mathematics through activities. The trial results were analyzed in a retrospective analysis phase so that the trajectory of learning or Learning Trajectory (LT resulted.DOI: http://dx.doi.org/10.22342/jme.8.2.3969.211-222

  11. An Instructional Design Model with the Cultivating Research-Based Learning Strategies for Fostering Teacher Students' Creative Thinking Abilities

    Science.gov (United States)

    Khuana, Khwanchai; Khuana, Tanthip; Santiboon, Toansakul

    2017-01-01

    Designing the instructional model with the innovative the "Research-Based Learning Strategy Lesson Plans" of the effectiveness of the processing performance and the resulting performance (E1/E2) with the IOC value determining standardized criteria of 80/80 were developed. Students' perceptions were assessed with the 30-item…

  12. Research oriented projects on design themese

    DEFF Research Database (Denmark)

    Tollestrup, Christian; Eriksen, Kaare; Ovesen, Nis

    2011-01-01

    How can design students do research-oriented projects about design themes? At the 3rd semester at the Industrial Design Master Program at Aalborg University this is done by taking research oriented learning objectives on design theories and methods and combining them with experimental case studie...... and professional self-reflection amongst students are improved....

  13. Design-Based Research

    DEFF Research Database (Denmark)

    Gynther, Karsten; Christensen, Ove; Petersen, Trine Brun

    2012-01-01

    I denne artikel introduceres Design Based Research for første gang på dansk i et videnskabeligt tidsskrift. Artiklen præsenterer de grundlæggende antagelser, som ligger til grund for Design Based Research-traditionen, og artiklen diskuterer de principper, som ligger til grund for gennemførelse af...... et DBR-forskningsprojekt. Med udgangspunkt i forsknings- og udviklingsprojektet ELYK: E-læring, Yderområder og Klyngedannelse, præsenteres den innovationsmodel, som projektet har udviklet med udgangspunkt i Design Based Research traditionen. ELYKs DBR innovationsmodel har vist sig effektiv i forhold...

  14. Research by Design: Design-Based Research and the Higher Degree Research student

    Science.gov (United States)

    Kennedy-Clark, Shannon

    2013-01-01

    Design-based research lends itself to educational research as the aim of this approach is to develop and refine the design of artefacts, tools and curriculum and to advance existing theory or develop new theories that can support and lead to a deepened understanding of learning. This paper provides an overview of the potential benefits of using a…

  15. Design, Participation, and Social Change: What Design in Grassroots Spaces Can Teach Learning Scientists

    Science.gov (United States)

    Zavala, Miguel

    2016-01-01

    While a science of design (and theory of learning) is certainly useful in design-based research, a participatory design research framework presents an opening for learning scientists to rethink design and learning as processes. Grounded in the autoethnographic investigation of a grassroots organization's design of a local campaign, the author…

  16. Experimental Design Research

    DEFF Research Database (Denmark)

    This book presents a new, multidisciplinary perspective on and paradigm for integrative experimental design research. It addresses various perspectives on methods, analysis and overall research approach, and how they can be synthesized to advance understanding of design. It explores the foundations...... of experimental approaches and their utility in this domain, and brings together analytical approaches to promote an integrated understanding. The book also investigates where these approaches lead to and how they link design research more fully with other disciplines (e.g. psychology, cognition, sociology......, computer science, management). Above all, the book emphasizes the integrative nature of design research in terms of the methods, theories, and units of study—from the individual to the organizational level. Although this approach offers many advantages, it has inherently led to a situation in current...

  17. How to learn action research

    DEFF Research Database (Denmark)

    Nielsen, Kurt Aagaard; Svensson, Lennart

    2006-01-01

    The authors suggest routines and educational structures that could improve a succesfull learning and education of action research.......The authors suggest routines and educational structures that could improve a succesfull learning and education of action research....

  18. Against (Design Research

    Directory of Open Access Journals (Sweden)

    Ferdinand Indrajaya

    2011-10-01

    Full Text Available The content of this article is an attempt to show that the word research in traditional sense (within the Cartesian scheme is hostile to design activity. It will reduce the process of design into a merely fix mechanical process, burying the aspect of imagination, creativity, and more importantly proposing in it that is a crucial aspect to design. This imposition might indiscipline (in a formal academic sense design as a discipline in human sciences. In order to achieve this, the article is divided in three sections. The first section will discuss what scientific research is and what traditionally presupposed in it: objective, neutral, and a-historical; simply the disinterestedness of research. As for the second, epistemological concerns on traditional scientific research from two philosophers of science will be discussed: Thomas S. Kuhn and Paul K. Feyerabend. As for the third, the closing section, an attempt to delineate design and what designers do in comparison to scientists’ will be discussed. It is how design and designers are different in their manners with traditional science and scientist. 

  19. The Future of STEM Curriculum and Instructional Design: A Research and Development Agenda for Learning Designers. Report of a Workshop Series

    Science.gov (United States)

    Center for the Study of Mathematics Curriculum, 2012

    2012-01-01

    In 2009-10 a series of Workshops was organized to focus on STEM (science, technology, engineering, and mathematics) learning design for young students and adolescents. The objective was to provide visionary leadership to the education community by: (a) identifying and analyzing the needs and opportunities for future STEM curriculum development and…

  20. Product Analysis and Design Engineering Approach for MScand PhD Students´ Research and Self-Learning Competence in Mechatronics and Fluid Power

    DEFF Research Database (Denmark)

    Conrad, Finn; Andersen, T. O.; Hansen, M. R.

    2002-01-01

    with interactive methods for improving of MSc- and PhD-students´ research and self-learning competence at the Technical University of Denmark and the Aalborg University are presented and discussed. The didactic approach has two legs: (1) Analysis and IT-modelling of products and systems from day one......The paper deals with engineering education having the focus on research skills as well as experimental based project organised didactic self-learning within the area of design of mechatronic products and systems, in particular intelligent fluid power components and systems. Experiences...... at the university, and (2) Synthesis with increasing project activities focusing on product development and design engineering, including testing, evaluation and validation. The objective is to educate candidates with high-level professional engineering skills for research and integrated product development teams...

  1. Student Learning-Game Designs

    DEFF Research Database (Denmark)

    Weitze, Charlotte Lærke

    2016-01-01

    This article presents new knowledge about how students can implement learning and game elements into analogue and digital learning games as a means of learning and teaching curriculum‐based subject matter. The purpose of the analysis is to identify what learning‐game design elements were used...... in four learning games created by students, to investigate how these elements were em83 ployed, to determine what learning trajectories emerged in the two digital game tools and to offer reflections and suggestions regarding the learning processes students experienced when building the various learning...... trajectories for specific learning goals into the digital games. The article examines how specific features in the two digital game tools, Scratch and RGBMaker, afford creation of learning trajectories in various ways, enabling deep learning and gameplay processes for the players of the games. According...

  2. Learning via Game Design

    DEFF Research Database (Denmark)

    Marchetti, Emanuela; Valente, Andrea

    2015-01-01

    In this paper we consider the problem of making design of digital games accessible to primary school children and their teachers, and we argue for the need of digital games that are easy to alter by young learners. We know from previous research projects that digital games do not enable children...... to express their creativity at full, in contrast with low-fidelity prototypes and non-digital toys (such as card or table top games). Therefore, we propose here a novel approach that serves as a middle ground between digital and traditional table top games, and grants children more freedom to express...... themselves, articulate their understanding and difficulties both individually and socially. This approach, called card-based model for digital game design, is an alternative to the current trend of associating programming with digital creativity. A preliminary study was conducted by transposing a digital...

  3. Research by Design - a Research and Teaching Concept

    DEFF Research Database (Denmark)

    Hauberg, Jørgen; Tamke, Martin; Ramsgaard Thomsen, Mette

    2012-01-01

    Abstract. Interweaving research and design-based architectural education is an important effort in most architect schools. All good design is informed by some kind of researchresearch-based design. And all architect schools involve research in their teaching – research based education. Research...... by design. The paper asks how “the new” in architectural production emerges and aims to find similarities between the tradition of practice based proposals and theorisation, and our own research and teaching practice. Grounded in this practice the paper investigates how research by design contributes...... to the construction of knowledge and student’s learning outcomes through research led workshops. The paper presents research inquiries, results and methodologies of two parallel research workshops and discusses the format by which this research tool is developed. Keywords: Research by Design, practice-based research...

  4. Designing Effective Undergraduate Research Experiences

    Science.gov (United States)

    Severson, S.

    2010-12-01

    I present a model for designing student research internships that is informed by the best practices of the Center for Adaptive Optics (CfAO) Professional Development Program. The dual strands of the CfAO education program include: the preparation of early-career scientists and engineers in effective teaching; and changing the learning experiences of students (e.g., undergraduate interns) through inquiry-based "teaching laboratories." This paper will focus on the carry-over of these ideas into the design of laboratory research internships such as the CfAO Mainland internship program as well as NSF REU (Research Experiences for Undergraduates) and senior-thesis or "capstone" research programs. Key ideas in maximizing student learning outcomes and generating productive research during internships include: defining explicit content, scientific process, and attitudinal goals for the project; assessment of student prior knowledge and experience, then following up with formative assessment throughout the project; setting reasonable goals with timetables and addressing motivation; and giving students ownership of the research by implementing aspects of the inquiry process within the internship.

  5. Balancing Design Project Supervision and Learning Facilitation

    DEFF Research Database (Denmark)

    Nielsen, Louise Møller

    2012-01-01

    experiences and expertise to guide the students’ decisions in relation to the design project. This paper focuses on project supervision in the context of design education – and more specifically on how this supervision is unfolded in a Problem Based Learning culture. The paper explores the supervisor......’s balance between the roles: 1) Design Project Supervisor – and 2) Learning Facilitator – with the aim to understand when to apply the different roles, and what to be aware of when doing so. This paper represents the first pilot-study of a larger research effort. It is based on a Lego Serious Play workshop......In design there is a long tradition for apprenticeship, as well as tradition for learning through design projects. Today many design educations are positioned within the University context, and have to be aligned with the learning culture and structure, which they represent. This raises a specific...

  6. Chemical Education Research: Improving Chemistry Learning

    Science.gov (United States)

    Dudley Herron, J.; Nurrenbern, Susan C.

    1999-10-01

    Chemical education research is the systematic investigation of learning grounded in a theoretical foundation that focuses on understanding and improving learning of chemistry. This article reviews many activities, changes, and accomplishments that have taken place in this area of scholarly activity despite its relatively recent emergence as a research area. The article describes how the two predominant broad perspectives of learning, behaviorism and constructivism, have shaped and influenced chemical education research design, analysis, and interpretation during the 1900s. Selected research studies illustrate the range of research design strategies and results that have contributed to an increased understanding of learning in chemistry. The article also provides a perspective of current and continuing challenges that researchers in this area face as they strive to bridge the gap between chemistry and education - disciplines with differing theoretical bases and research paradigms.

  7. What trend for mechatronics ? - R&D teams mechatronics design engineering approach for research and self-learning competence in mechatronics and fluid power

    DEFF Research Database (Denmark)

    Conrad, Finn; Andersen, T. O.; Hansen, M. R.

    2003-01-01

    -learning within the area of design of mechatronic products and systems, in particular intelligent control, mechanical and fluid power components and systems. Experiences with interactive methods for improving of MSc- and PhD-students¿ research and self-learning competence at the Technical University of Denmark...... and the Aalborg University are presented and discussed. The didactic approach has two legs: (1) Analysis and IT-modelling of products and systems from day one at the university, and (2) Synthesis and hardware implementation with increasing project activities focusing on product development and design engineering......, including testing, evaluation and validation. The objective is to educate candidates with high-level professional engineering skills for research and integrated product development teams working within mechatronics and fluid power in order to make successful business in companies as well as at universities...

  8. Queering Participatory Design Research

    Science.gov (United States)

    McWilliams, Jacob

    2016-01-01

    This article offers a way forward for educators and researchers interested in drawing on the principles of "queer theory" to inform participatory design. In this article, I aim to achieve two related goals: To introduce new concepts within a critical conceptual practice of questioning and challenging the "heterosexual matrix"…

  9. Research Data Explorer: Lessons Learned in Design and Development of Context-based Cohort Definition and Selection.

    Science.gov (United States)

    Wilcox, Adam; Vawdrey, David; Weng, Chunhua; Velez, Mark; Bakken, Suzanne

    2015-01-01

    Research Data eXplorer (RedX) was designed to support self-service research data queries and cohort identification from clinical research databases. The primary innovation of RedX was the electronic health record view of patient data, to provide better contextual understanding for non-technical users in building complex data queries. The design of RedX around this need identified multiple functions that would use individual patient views to better understand population-based data, and vice-versa. During development, the more necessary and valuable components of RedX were refined, leading to a functional self-service query and cohort identification tool. However, with the improved capabilities and extensibility of other applications for data querying and navigation, our long-term implementation and dissemination plans have moved towards consolidation and alignment of RedX functions as enhancements in these other initiatives.

  10. Blended Learning Design

    DEFF Research Database (Denmark)

    Pedersen, Lise

    2015-01-01

    University College Lillebaelt has decided that 30 percent of all educational elements must be generated as blended learning by the end of the year 2015 as part of a modernization addressing following educational needs: 1. Blended learning can help match the expectations of the future students who...... learning. 4. Blended learning can contribute to supporting and improving efficiency of educational efforts. This can for instance be done through programmes for several classes by using video conferencing, allocating traditional face to face teaching to synchronous and asynchronous study activities produce...... digital materials which can be employed didactically and reused by the teachers. This can also mean that the particular competencies which teaches have in Svendborg can be used at other locations in UCL and disseminated to a larger group of students without further costs. Educational Innovation...

  11. Persuasive Designs for LearningLearning in Persuasive Design

    DEFF Research Database (Denmark)

    Hansen, Sandra Burri Gram; Bertel, Lykke Brogaard; Ryberg, Thomas

    2016-01-01

    Both in theory and in practice, learning has been argued to hold significant potential in relation to persuasive technologies. Particularly when persuasive initiatives strive to motivate sustainable behavior changes. Correspondingly, the notion of persuasive design may constitute a valuable...

  12. Design, Research, and Design Research: Synergies and Contradictions

    Science.gov (United States)

    Nelson, Wayne A.

    2013-01-01

    Notions of design, research, and design research in the field of educational technology are quite different from conceptualizations held by other design fields. Examining the ways that research is conducted and used in educational technology in comparison to other design fields can provide novel insights into how research and design practice can…

  13. Sharing Video Datasets in Design Research

    DEFF Research Database (Denmark)

    Christensen, Bo; Abildgaard, Sille Julie Jøhnk

    2017-01-01

    This paper examines how design researchers, design practitioners and design education can benefit from sharing a dataset. We present the Design Thinking Research Symposium 11 (DTRS11) as an exemplary project that implied sharing video data of design processes and design activity in natural settings...... with a large group of fellow academics from the international community of Design Thinking Research, for the purpose of facilitating research collaboration and communication within the field of Design and Design Thinking. This approach emphasizes the social and collaborative aspects of design research, where...... a multitude of appropriate perspectives and methods may be utilized in analyzing and discussing the singular dataset. The shared data is, from this perspective, understood as a design object in itself, which facilitates new ways of working, collaborating, studying, learning and educating within the expanding...

  14. Blended Learning Design

    DEFF Research Database (Denmark)

    Pedersen, Lise

    2015-01-01

    learning. 4. Blended learning can contribute to supporting and improving efficiency of educational efforts. This can for instance be done through programmes for several classes by using video conferencing, allocating traditional face to face teaching to synchronous and asynchronous study activities produce...... digital materials which can be employed didactically and reused by the teachers. This can also mean that the particular competencies which teaches have in Svendborg can be used at other locations in UCL and disseminated to a larger group of students without further costs. Educational Innovation...

  15. The Astro Learning Design Player

    NARCIS (Netherlands)

    Sharples, Paul; Wilson, Scott; Popat, Kris; Griffiths, David; Beauvoir, Phillip

    2010-01-01

    Sharples, Paul Wilson, S., Popat, K., Griffiths, D., Beauvoir, P. (2009) The Astro Learning Design Player. This software is distributed under the three clause BSD license, copyright TENCompetence Foundation

  16. Designing Virtual Learning Environments

    DEFF Research Database (Denmark)

    Veirum, Niels Einar

    2003-01-01

    The main objective of this working paper is to present a conceptual model for media integrated communication in virtual learning environments. The model for media integrated communication is very simple and identifies the necessary building blocks for virtual place making in a synthesis of methods...

  17. Designing New Learning Spaces

    NARCIS (Netherlands)

    Specht, Marcus

    2014-01-01

    We are moving towards new learning spaces merging the digital and the physical world. Real world objects get augmented by information streams and real world activities are measured with sensor technology to be reviewed afterwards or in real time. A variety of links is currently created to link

  18. Social Media Resources for Participative Design Research

    OpenAIRE

    Qaed, Fatema; Briggs, Jo; Cockton, Gilbert

    2016-01-01

    We present our experiences of novel value from online social media for Participative Design (PD) research. We describe how particular social media (e.g. Facebook, Pinterest, WhatsApp and Twitter) were used during a five-year project on learning space design by the researcher and interested teachers across all research phases (contextual review, user studies, PD action research). Social media were used to source and share comments, photographs and video documentation, supporting participation ...

  19. Enhanced learning through design problems

    DEFF Research Database (Denmark)

    Jensen, Bogi Bech; Högberg, Stig; Jensen, Frida av Fløtum

    2012-01-01

    This paper describes a teaching method used in an electrical machines course, where the students learn about electrical machines by designing them. The aim of the course is not to teach design, albeit this is a side product, but rather to teach the fundamentals and the function of electrical...... machines through design. The teaching method is evaluated by a student questionnaire, designed to measure the quality and effectiveness of the teaching method. The results of the questionnaire conclusively show that this method labelled ‘learning through design’ is a very effective way of teaching...

  20. Assessing Assessment Quality: Criteria for Quality Assurance in Design of (Peer) Assessment for Learning--A Review of Research Studies

    Science.gov (United States)

    Tillema, Harm; Leenknecht, Martijn; Segers, Mien

    2011-01-01

    The interest in "assessment for learning" (AfL) has resulted in a search for new modes of assessment that are better aligned to students' learning how to learn. However, with the introduction of new assessment tools, also questions arose with respect to the quality of its measurement. On the one hand, the appropriateness of traditional,…

  1. Learning Python design patterns

    CERN Document Server

    Zlobin, Gennadiy

    2013-01-01

    This book takes a tutorial-based and user-friendly approach to covering Python design patterns. Its concise presentation means that in a short space of time, you will get a good introduction to various design patterns.If you are an intermediate level Python user, this book is for you. Prior knowledge of Python programming is essential. Some knowledge of UML is also required to understand the UML diagrams which are used to describe some design patterns.

  2. Designing for Learning and Play - The Smiley Model as Framework

    DEFF Research Database (Denmark)

    Weitze, Charlotte Lærke

    2016-01-01

    digital games. The Smiley Model inspired and provided a scaffold or a heuristic for the overall gamified learning design –- as well as for the students’ learning game design processes when creating small games turning the learning situation into an engaging experience. The audience for the experiments......This paper presents a framework for designing engaging learning experiences in games – the Smiley Model. In this Design-Based Research project, student-game-designers were learning inside a gamified learning design - while designing and implementing learning goals from curriculum into the small...... was adult upper secondary general students as well as 7th grade primary school students. The intention with this article is to inspire future learning designers that would like to experiment with integrating learning and play....

  3. Design Framework for an Adaptive MOOC Enhanced by Blended Learning

    DEFF Research Database (Denmark)

    Gynther, Karsten

    2016-01-01

    The research project has developed a design framework for an adaptive MOOC that complements the MOOC format with blended learning. The design framework consists of a design model and a series of learning design principles which can be used to design in-service courses for teacher professional...

  4. Pedagogical-Research Designs to Capture the Symbiotic Nature of Professional Knowledge and Learning about e-Learning in Initial Teacher Education in the UK

    Science.gov (United States)

    Turvey, Keith

    2010-01-01

    This paper argues that if new communications technologies and online spaces are to yield "new relationship[s] with learners" then research that is tuned to recognize, capture and explain the pedagogical processes at the center of such interactions is vital. This has implications for the design of pedagogical activities within Initial…

  5. A Learning Activity Design Framework for Supporting Mobile Learning

    Directory of Open Access Journals (Sweden)

    Jalal Nouri

    2016-01-01

    Full Text Available This article introduces the Learning Activity Design (LEAD framework for the development and implementation of mobile learning activities in primary schools. The LEAD framework draws on methodological perspectives suggested by design-based research and interaction design in the specific field of technology-enhanced learning (TEL. The LEAD framework is grounded in four design projects conducted over a period of six years. It contributes a new understanding of the intricacies and multifaceted aspects of the design-process characterizing the development and implementation of mobile devices (i.e. smart phones and tablets in curricular activities conducted in Swedish primary schools. This framework is intended to provide both designers and researchers with methodological tools that take account of the pedagogical foundations of technologically-based educational interventions, usability issues related to the interaction with the mobile application developed, multiple data streams generated during the design project, multiple stakeholders involved in the design process and sustainability aspects of the mobile learning activities implemented in the school classroom.

  6. Visualizing Oceans of Data: Using learning research to inform the design of student interfaces to climate data (Invited)

    Science.gov (United States)

    Krumhansl, R.; Peach, C. L.; Busey, A.; Foster, J.; Baker, I.

    2013-12-01

    To be climate literate, students must be data-literate. To connect with the evidence behind scientists' assertions about climate change, students (and other novices) must be able to distinguish long-term trends from short-term variability in graphs, recognize the distribution of sea surface temperature or precipitation changes on maps, and discern important patterns in animations that display changes in data over time. Although the development of cyberinfrastructure for accessing near digital, sharable, real-time and archived earth systems data has the potential to transform how climate science is taught by connecting students directly with evidence to support their understanding, online interfaces to scientific data are typically industrial-strength - built by scientists for scientists - and their design can significantly impede broad use by novices. To inform efforts at bridging scientific data portals to the classroom, Education Development Center, Inc. (EDC) and the Scripps Institution of Oceanography conducted an NSF-funded 2-year interdisciplinary review of literature and expert opinion pertinent to making interfaces to large scientific databases accessible to and usable by student learners and their instructors. The >70 cross-cutting and specific guidelines in our project report are grounded in the fundamentals of Cognitive Load Theory, Visual Perception, Schema theory and Universal Design for Learning. The components of the human visual system and associated cognitive processes are highly specialized and have evolved in response to survival demands of the three-dimensional world humans have lived in for thousands of years. Because the use of two-dimensional representations, such as maps and graphs, and the use and navigation of Web interfaces has developed quite recently in human history, our visual perception system is not specifically adapted to these tasks. Therefore, it's critical to understand how to design two-dimensional media to take advantage of

  7. Design Guidelines for Collaboration and Participation with Examples from the LN4LD (Learning Network for Learning Design)

    NARCIS (Netherlands)

    Burgos, Daniel; Hummel, Hans; Tattersall, Colin; Brouns, Francis; Koper, Rob

    2007-01-01

    Burgos, D., Hummel, H. G. K., Tattersall, C., Brouns, F., & Koper, R. (2009). Design Guidelines for Collaboration and Participation with Examples from the LN4LD (Learning Network for Learning Design). In L. Lockyer, S. Bennett, S. Agostinho & B. Harper (Eds.), Handbook of Research on Learning Design

  8. A snapshot of research in learning technology

    Directory of Open Access Journals (Sweden)

    Rhona Sharpe

    2010-12-01

    Full Text Available The papers in this issue present a convenient snapshot of current research in learning technology, both in their coverage of the issues that concern us and the methods that are being used to investigate them. This issue shows that e-learning researchers are interested in: what technologies are available and explorations of their potential (Nie et al. explore the role of podcasting, how to design technology-mediated learning activities in ways which support specific learning outcomes (Simpson evaluates the role of ‘book raps' in supporting critical thinking, the identification of critical success factors in implementations (Cochrane's observation of three mobile learning projects and how such e-learning initiatives can be sustained within an institutional context (Gunn's examination of the challenges of embedding ‘grass roots' initiatives. Finally e-learning research is concerned with investigating the impact of emerging technologies on education – in this case Traxler's discussion of mobile, largely student-owned, devices. Together these five papers demonstrate the scope of research in learning technology and it is with this in mind that we will soon be referring to this journal by its subtitle: Research in Learning Technology.

  9. Empirical Research In Engineering Design

    DEFF Research Database (Denmark)

    Ahmed, Saeema

    2007-01-01

    Increasingly engineering design research involves the use of empirical studies that are conducted within an industrial environment [Ahmed, 2001; Court 1995; Hales 1987]. Research into the use of information by designers or understanding how engineers build up experience are examples of research...... of research issues. This paper describes case studies of empirical research carried out within industry in engineering design focusing upon information, knowledge and experience in engineering design. The paper describes the research methods employed, their suitability for the particular research aims...

  10. Context and Deep Learning Design

    Science.gov (United States)

    Boyle, Tom; Ravenscroft, Andrew

    2012-01-01

    Conceptual clarification is essential if we are to establish a stable and deep discipline of technology enhanced learning. The technology is alluring; this can distract from deep design in a surface rush to exploit the affordances of the new technology. We need a basis for design, and a conceptual unit of organization, that are applicable across…

  11. Representation of Coordination Mechanisms in IMS Learning Design to Support Group-based Learning

    NARCIS (Netherlands)

    Miao, Yongwu; Burgos, Daniel; Griffiths, David; Koper, Rob

    2007-01-01

    Miao, Y., Burgos, D., Griffiths, D., & Koper, R. (2008). Representation of Coordination Mechanisms in IMS Learning Design to Support Group-based Learning. In L. Lockyer, S. Bennet, S. Agostinho & B. Harper (Eds.), Handbook of Research on Learning Design and Learning Objects: Issues, Applications and

  12. Research, Boundaries, and Policy in Networked Learning

    DEFF Research Database (Denmark)

    This book presents cutting-edge, peer reviewed research on networked learning organized by three themes: policy in networked learning, researching networked learning, and boundaries in networked learning. The "policy in networked learning" section explores networked learning in relation to policy...... networks, spaces of algorithmic governance and more. The "boundaries in networked learning" section investigates frameworks of students' digital literacy practices, among other important frameworks in digital learning. Lastly, the "research in networked learning" section delves into new research methods...

  13. Challenges of implementation and implementation research: Learning from an intervention study designed to improve tumor registry reporting

    Directory of Open Access Journals (Sweden)

    Ann Scheck McAlearney

    2016-08-01

    Full Text Available Objectives: Implementation of interventions designed to improve the quality of medical care often proceeds differently from what is planned. Improving existing conceptual models to better understand the sources of these differences can help future projects avoid these pitfalls and achieve desired effectiveness. To inform an adaptation of an existing theoretical model, we examined unanticipated changes that occurred in an intervention designed to improve reporting of adjuvant therapies for breast cancer patients at a large, urban academic medical center. Methods: Guided by the complex innovation implementation conceptual framework, our study team observed and evaluated the implementation of an intervention designed to improve reporting to a tumor registry. Findings were assessed against the conceptual framework to identify boundary conditions and modifications that could improve implementation effectiveness. Results: The intervention successfully increased identification of the managing medical oncologist and treatment reporting. During implementation, however, unexpected external challenges including hospital acquisitions of community practices and practices’ responses to government incentives to purchase electronic medical record systems led to unanticipated changes and associated threats to implementation. We present a revised conceptual model that incorporates the sources of these unanticipated challenges. Conclusion: This report of our experience highlights the importance of monitoring implementation over time and accounting for changes that affect both implementation and measurement of intervention impact. In this article, we use our study to examine the challenges of implementation research in health care, and our experience can help future implementation efforts.

  14. How Student Game Designers Design Learning into Games

    DEFF Research Database (Denmark)

    Weitze, Charlotte Lærke

    2017-01-01

    This investigation examined how to support students in creating learning designs for specific learning goals in analogue and digital games as a means of learning. The study also explored the learning trajectories that emerged in the digital games created by the student learning-game designers....... The DBR study was developed through three iterations over two years, involving teachers and students in co-design processes. Together with the teachers, an overall learning design supported the learning process for students by inviting them to be their own learning designers as they designed digital...... learning games for specific learning goals in cross-disciplinary subject matters. The findings were that the students succeeded in developing and implementing specific learning goals in their games. The students also developed learning trajectories through the games by designing various learning...

  15. 20% Research & Design Science Project

    Science.gov (United States)

    Spear, Beth A.

    2015-04-01

    A project allowing employees to use 15 % of their time on independent projects was established at 3M in the 1950's. The result of this project included products like post it notes and masking tape. Google allows its employees to use 20% of their time on independently pursued projects. The company values creativity and innovation. Employees are allowed to explore projects of interest to them one day out of the week, 20 % of their work week. Products like AdSense, Gmail, Google Transit, Google News, and Google Talk are the result of this 20 % program. My school is implementing the Next Generation Science Standards (NGSS) as part of our regularly scheduled curriculum review. These new standards focus on the process of learning by doing and designing. The NGSS are very hands on and active. The new standards emphasize learning how to define, understand and solve problems in science and technology. In today's society everyone needs to be familiar with science and technology. This project allows students to develop and practice skills to help them be more comfortable and confident with science and technology while exploring something of interest to them. This project includes three major parts: research, design, and presentation. Students will spend approximately 2-4 weeks defining a project proposal and educating themselves by researching a science and technology topic that is of interest to them. In the next phase, 2-4 weeks, students design a product or plan to collect data for something related to their topic. The time spent on research and design will be dependant on the topic students select. Projects should be ambitious enough to encompass about six weeks. Lastly a presentation or demonstration incorporating the research and design of the project is created, peer reviewed and presented to the class. There are some problems anticipated or already experienced with this project. It is difficult for all students to choose a unique topic when you have large class sizes

  16. Design for game based learning platforms

    DEFF Research Database (Denmark)

    Sørensen, Birgitte Holm; Meyer, Bente

    2010-01-01

    This paper focuses on the challenges related to the design of game based learning platforms for formal learning contexts that are inspired by the pupil's leisure time related use of web 2.0. The paper is based on the project Serious Games on a Global Market Place (2007-2011) founded by the Danish...... of web 2.0 and integrates theories of learning, didactics, games, play, communication, multimodality and different pedagogical approaches. In relation to the introduced model the teacher role is discussed.......This paper focuses on the challenges related to the design of game based learning platforms for formal learning contexts that are inspired by the pupil's leisure time related use of web 2.0. The paper is based on the project Serious Games on a Global Market Place (2007-2011) founded by the Danish...... Council for Strategic Research, in which an online game-based platform for English as a foreign language in primary school is studied. The paper presents a model for designing for game based learning platforms. This design is based on cultural and ethnographic based research on children's leisure time use...

  17. Learning design: reflections upon the current landscape

    Directory of Open Access Journals (Sweden)

    Brock Craft

    2012-08-01

    Full Text Available The mounting wealth of open and readily available information and the accelerated evolution of social, mobile and creative technologies call for a re-conceptualisation of the role of educators: from providers of knowledge to designers of learning. This call is reverberated by the rising trend of research in learning design (LD. Addressing this, the Art and Science of Learning Design workshop brought together leading voices in the field, and provided a forum for discussing its key issues. It focused on three major themes: (1 practices, methods and methodologies, (2 tools and resources and (3 theoretical frameworks. This paper proposes a definition of LD, reviews the main contributions from the workshop, and suggests some challenges for future research.

  18. Organizational learning and organizational design

    OpenAIRE

    Curado, Carla

    2006-01-01

    Literature review Approach This paper explores a new idea presenting the possible relationship between organizational learning and organizational design. The establishment of this relation is based upon extensive literature review. Findings Organizational learning theory has been used to understand several organizational phenomena, like resources and competencies, tacit knowledge or the role of memory in the organization; however, it is difficult to identify fits and consequent misf...

  19. Science Teacher Efficacy and Extrinsic Factors Toward Professional Development Using Video Games in a Design-Based Research Model: The Next Generation of STEM Learning

    Science.gov (United States)

    Annetta, Leonard A.; Frazier, Wendy M.; Folta, Elizabeth; Holmes, Shawn; Lamb, Richard; Cheng, Meng-Tzu

    2013-02-01

    Designed-based research principles guided the study of 51 secondary-science teachers in the second year of a 3-year professional development project. The project entailed the creation of student-centered, inquiry-based, science, video games. A professional development model appropriate for infusing innovative technologies into standards-based curricula was employed to determine how science teacher's attitudes and efficacy where impacted while designing science-based video games. The study's mixed-method design ascertained teacher efficacy on five factors (General computer use, Science Learning, Inquiry Teaching and Learning, Synchronous chat/text, and Playing Video Games) related to technology and gaming using a web-based survey). Qualitative data in the form of online blog posts was gathered during the project to assist in the triangulation and assessment of teacher efficacy. Data analyses consisted of an Analysis of Variance and serial coding of teacher reflective responses. Results indicated participants who used computers daily have higher efficacy while using inquiry-based teaching methods and science teaching and learning. Additional emergent findings revealed possible motivating factors for efficacy. This professional development project was focused on inquiry as a pedagogical strategy, standard-based science learning as means to develop content knowledge, and creating video games as technological knowledge. The project was consistent with the Technological Pedagogical Content Knowledge (TPCK) framework where overlapping circles of the three components indicates development of an integrated understanding of the suggested relationships. Findings provide suggestions for development of standards-based science education software, its integration into the curriculum and, strategies for implementing technology into teaching practices.

  20. Introducing blended e-learning course design

    DEFF Research Database (Denmark)

    Gyamfi, Samuel Adu; Ryberg, Thomas

    2012-01-01

    In the face of diminishing education budgets in higher education, blended learning has been found to be a viable and effective approach to deliver high-quality, up-to-date, on-demand solutions to developing cross-curricular skills of undergraduates. However, research has also shown that blended...... learning solutions do not often live up to the potential of the approach or fail to produce the intended results because the students are not always equipped to handle the technical, psychological and organisational challenges of blended learning approaches. This project surveyed seventy-five first year...... the students’ e-readiness for an implementation of a blend-ed course design....

  1. Team learning center design principles

    Energy Technology Data Exchange (ETDEWEB)

    Daily, B.; Loveland, J.; Whatley, A. [New Mexico State Univ., Las Cruces, NM (United States)] [and others

    1995-06-01

    This is a preliminary report of a multi-year collaboration of the authors addressing the subject: Can a facility be designed for team learning and would it improve the efficiency and effectiveness of team interactions? Team learning in this context is a broad definition that covers all activities where small to large groups of people come together to work, to learn, and to share through team activities. Multimedia, networking, such as World Wide Web and other tools, are greatly enhancing the capability of individual learning. This paper addresses the application of technology and design to facilitate group or team learning. Many organizational meetings need tens of people to come together to do work as a large group and then divide into smaller subgroups of five to ten to work and then to return and report and interact with the larger group. Current facilities were not, in general, designed for this type of meeting. Problems with current facilities are defined and a preliminary design solution to many of the identified problems is presented.

  2. Methodological Reflections: Designing and Understanding Computer-Supported Collaborative Learning

    Science.gov (United States)

    Hamalainen, Raija

    2012-01-01

    Learning involves more than just a small group of participants, which makes designing and managing collaborative learning processes in higher education a challenging task. As a result, emerging concerns in current research have pointed increasingly to teacher orchestrated learning processes in naturalistic learning settings. In line with this…

  3. Secure Learning and Learning for Security: Research in the Intersection

    OpenAIRE

    Rubinstein, Benjamin

    2010-01-01

    Statistical Machine Learning is used in many real-world systems, such as web search, network and power management, online advertising, finance and health services, in which adversaries are incentivized to attack the learner, motivating the urgent need for a better understanding of the security vulnerabilities of adaptive systems. Conversely, research in Computer Security stands to reap great benefits by leveraging learning for building adaptive defenses and even designing intelligent attacks ...

  4. Designing Nordic Technology-Enhanced Learning

    Science.gov (United States)

    Cerratto-Pargman, Teresa; Jarvela, Sanna M.; Milrad, Marcelo

    2012-01-01

    The latest developments of information and communication technologies (ICT) and its large penetration in different sectors of our society pose new challenges and demands in the field of education. This special issue entitled "Designing Nordic technology-enhanced learning (TEL)", presents and discusses how researchers in the Nordic…

  5. The FITS model: an improved Learning by Design approach

    NARCIS (Netherlands)

    Drs. Ing. Koen Michels; Prof. Dr. Marc de Vries; MEd Dave van Breukelen; MEd Frank Schure

    2016-01-01

    Learning by Design (LBD) is a project-based inquiry approach for interdisciplinary teaching that uses design contexts to learn skills and conceptual knowledge. Research around the year 2000 showed that LBD students achieved high skill performances but disappointing conceptual learning gains. A

  6. Implementing E-Learning Designed Courses in General Education

    Science.gov (United States)

    Nuangchalerm, Prasart; Sakkumduang, Krissada; Uhwha, Suleepornn; Chansirisira, Pacharawit

    2014-01-01

    The aim of this study is to implement e-learning designed course for general education. The study employed 3 phases for developing e-learning course: contextual study, designing, and implementing. Two courses general education, 217 undergraduate students are participated the study. Research tool consisted of interview about e-learning form and…

  7. Implementing Project Based Learning Approach to Graphic Design Course

    Science.gov (United States)

    Riyanti, Menul Teguh; Erwin, Tuti Nuriah; Suriani, S. H.

    2017-01-01

    The purpose of this study was to develop a learning model based Commercial Graphic Design Drafting project-based learning approach, was chosen as a strategy in the learning product development research. University students as the target audience of this model are the students of the fifth semester Visual Communications Design Studies Program…

  8. Research evaluation and organizational learning

    DEFF Research Database (Denmark)

    Hansson, Finn

    The paper will address the role of the recent implementation of systems of research evaluation in universities. The role of classic quality control system, the peer review, is to produce the most trustworthy knowledge and at the same time function as a learning system in a peer-to-peer learning p...

  9. An Experiment on How Adult Students Can Learn by Designing Engaging Learning Games

    DEFF Research Database (Denmark)

    Weitze, Charlotte Lærke

    2014-01-01

    worth investigating as a motivational learning strategy. As meaning can be constructed through the manipulation of materials, which facilitates reflection and new ways of thinking, the use of learning games in education is taken one step further into the building of learning games in collaborative...... enables the students to be the designers of their own learning, by allowing them to create their own digital learning games, while implementing learning goals from cross-disciplinary subject matters (Figure 1). Another focus has been to create a learning design that scaffolds the students’ own learning-game......This article presents and discusses the first iteration of a design-based research experiment focusing on how to create a motivating gamified learning design, one that facilitates a deep learning process for adult students making their own learning games. Using games for learning has attracted...

  10. Learning design thinking online : studying students' learning experience in shared virtual reality

    OpenAIRE

    Lau, Kung Wong

    2010-01-01

    Learning Design Thinking Online: Studying Students' Learning Experience in Shared Virtual Reality My study attempts to deepen understanding about the learning experiences of design students in undertaking design-thinking exercises in a shared virtual reality. This study has identified the areas of an appropriate pedagogy for E-Learning and the use of a shared virtual environment for students in tertiary design education. Specific questions arising ji"Om this research are: (1...

  11. Design Games to Learn

    DEFF Research Database (Denmark)

    Marchetti, Emanuela; Valente, Andrea

    2014-01-01

    In this paper we argue that there is a need for digital games that could be easy to alter by young learners. Unfortunately it was found that digital games do not enable children to express their creativity at full, in contrast with low-fidelity prototypes and non-digital toys (such as card or table...... top games). Therefore, we propose here a middle ground between digital and traditional table top games, so to grant children more freedom to express themselves, articulate their understanding and difficulties individually or socially; this approach is an alternative to the current trend of associating...... programming with digital creativity. In our preliminary study we transposed a digital game into a card game and observed students while shifting between playing and design thinking. Results from this study suggest that the notion of altering a digital game through a card-based transposition of the same game...

  12. Synthesizing Knowledge in Design Research

    DEFF Research Database (Denmark)

    Piirainen, Kalle A.

    2016-01-01

    The chapter discusses knowledge synthesis in design research, bringing together the perspectives of experimental design research, or Research in Design Context that is treated extensively elsewhere in this book, and Design Inclusive Research as well as Practice-based Design Research. Specific...... attention is paid to the question of how practice-based or problem-driven design research processes can be rigorous and yield contributions to knowledge. The main argument in this chapter is that a key to knowledge synthesis and scientific contribution is setting explicit design propositions...... that are instantiated within design artefacts, and evaluated rigorously. The chapter starts with a discussion of knowledge creation and synthesis within design research.Following this, the chapter moves on to focus on setting a methodological framework for deriving design propositions. Lastly the chapter elaborates...

  13. What Does Design and Technology Learning Really Look Like?

    Science.gov (United States)

    Southall, Mary

    2016-01-01

    This paper presents findings from a research study investigating the relationship between "intended" learning and "actual" learning in Design and Technology lessons (Southall, 2015). The research focused upon the "pre active" phase of the teaching-learning process, that is the teacher's planning processes and…

  14. Teachers’ Learning Design Practice for Students as Learning Designers

    DEFF Research Database (Denmark)

    Levinsen, Karin Tweddell; Sørensen, Birgitte Holm

    2018-01-01

    schools (first to 10th grade). The research focussed on information and communication technology (ICT) within the Scandinavian tradition of Problem Oriented Project Pedagogy (POPP), Problem Based Learning (PBL) and students’ production. In recent years, the projects that provide the grounding...

  15. How I learned to appreciate our tame social scientist : experiences in integrating design research and the behavioural sciences

    NARCIS (Netherlands)

    Reint-Jan Renes; Sander Hermsen; Remko van der Lugt; Sander Mulder

    2016-01-01

    Designing solutions for complex behaviour change processes can be greatly aided by integrating insights from the behavioural sciences into design practice. However, this integration is hampered by the relative inaccessibility of behavioral scientific knowledge. Working in a multidisciplinary of

  16. Proposed Models of Appropriate Website and Courseware for E-Learning in Higher Education: Research Based Design Models

    Science.gov (United States)

    Khlaisang, Jintavee

    2010-01-01

    The purpose of this study was to investigate proper website and courseware for e-learning in higher education. Methods used in this study included the data collection, the analysis surveys, the experts' in-depth interview, and the experts' focus group. Results indicated that there were 16 components for website, as well as 16 components for…

  17. Empathic design: Research strategies

    Directory of Open Access Journals (Sweden)

    Joyce Thomas

    2013-01-01

    Full Text Available This paper explores the role of empathy within new product development from the perspective of human-centred design. The authors have developed a range of empathic design tools and strategies that help to identify authentic human needs.For products and services to be effective, they need to satisfy both functional and emotional needs of individuals. In addition, the individual user needs to feel that the product and/or service has been designed ‘just for them’, otherwise they may misuse, underuse or abandon the product/service. This becomes critical with a product such as a Zimmer frame (walker, when it fails to resonate with the patient due to any stigma the patient may perceive, and thus remains unused.When training young designers to consider the wider community (people unlike themselves during the design process, it has proven extremely valuable to take them outside their comfort zones, by seeking to develop empathy with the end user for whom they are designing. Empathic modelling offers designers the opportunity to develop greater insight and understanding, in order to support more effective design outcomes. Sensitising designers to the different ways that individuals complete daily tasks has helped to diminish the gap between themselves and others (e.g. people with disabilities.The authors intend for this paper to resonate with health care providers. Human-centred design can help to refocus the designer, by placing the individual end user’s needs at the heart of their decision-making.

  18. Empathic design: Research strategies.

    Science.gov (United States)

    Thomas, Joyce; McDonagh, Deana

    2013-01-01

    This paper explores the role of empathy within new product development from the perspective of human-centred design. The authors have developed a range of empathic design tools and strategies that help to identify authentic human needs.For products and services to be effective, they need to satisfy both functional and emotional needs of individuals. In addition, the individual user needs to feel that the product and/or service has been designed 'just for them', otherwise they may misuse, underuse or abandon the product/service. This becomes critical with a product such as a Zimmer frame (walker), when it fails to resonate with the patient due to any stigma the patient may perceive, and thus remains unused.When training young designers to consider the wider community (people unlike themselves) during the design process, it has proven extremely valuable to take them outside their comfort zones, by seeking to develop empathy with the end user for whom they are designing. Empathic modelling offers designers the opportunity to develop greater insight and understanding, in order to support more effective design outcomes. Sensitising designers to the different ways that individuals complete daily tasks has helped to diminish the gap between themselves and others (e.g. people with disabilities).The authors intend for this paper to resonate with health care providers. Human-centred design can help to refocus the designer, by placing the individual end user's needs at the heart of their decision-making.

  19. Designing evaluation of learning in outline courses

    Directory of Open Access Journals (Sweden)

    Estévez, Orosmán V.

    2010-07-01

    Full Text Available This paper is intended to characterize the evaluation process of online courses from the perspectives of several scholars who are currently conducting research on the topic. The importance of an integral diagnosis and the interconnections between diagnosis, learning activities design and evaluation are outlined. The study leads the authors to the conclusion that evaluation in online courses in Cuba demands a thorough scientific research so as to go deeper into its characterizing features.

  20. Didactic trajectory of research in mathematics education using research-based learning

    Science.gov (United States)

    Charitas Indra Prahmana, Rully; Kusumah, Yaya S.; Darhim

    2017-10-01

    This study aims to describe the role of research-based learning in design a learning trajectory of research in mathematics education to enhance research and academic writing skills for pre-service mathematics teachers. The method used is a design research with three stages, namely the preliminary design, teaching experiment, and retrospective analysis. The research subjects are pre-service mathematics teacher class of 2012 from one higher education institution in Tangerang - Indonesia. The use of research-based learning in designing learning trajectory of research in mathematics education plays a crucial role as a trigger to enhancing math department preservice teachers research and academic writing skills. Also, this study also describes the design principles and characteristics of the learning trajectory namely didactic trajectory generated by the role of research-based learning syntax.

  1. Constructivism Based Learning: Design and Practice

    Directory of Open Access Journals (Sweden)

    Lia Kurniawati

    2016-06-01

    Full Text Available Abstract One of many problems in the madrasahs is that learning processes less-involve students actively (teacher-centered, thus, it affects to the improvement of learning outcomes and quality of the graduates. The purposes of this study are , firstly, to analyze what type of constructivism learning models, which can be developed to overcome madrasahs’ problems. Secondly, how to design and implement a learning plan based on the developed constructivism models. This research was conducted at Private Islamic Elementary School  (Madrasah Ad-Diyanah Ciputat, South Tangerang. Research method used in this study is descriptive-qualitative research. The results showed that the active learning models based on constructivism are suitable to be developed in the Madarasah, which were the models of Problem Based Learning (PBM, Realistic Learning, Inquiry Learning and Thematic Learning and also how the development of the learning processes from the lesson plans to the learning implementation showed a paradigm shifting from teacher-centered to student-centered. Abstrak Salah satu permasalahan di madrasah-madrasah adalah proses pembelajaran yang kurang melibatkan siswa secara aktif (berpusat pada guru, sehingga hal ini mengakibatkan pada peningkatan hasil belajar dan kualitas lulusan. Tujuan dari penelitian ini adalah, pertama, untuk menganalisis jenis model pembelajaran konstruktivisme apa yang dapat dikembangkan untuk mengatasi permasalahan di madrasah. Ke dua, bagaimana merancang dan melaksanakan rencana pembelajaran berdasarkan model konstruktivisme yang dikembangkan. Penelitian ini dilaksanakan di Sekolah Dasar Swasta (madrasah Ad-Diayanah Ciputat, Tangerang Selatan. Metode penelitian yang digunakan adalah metode deskriptif-kualitatif. Hasil penelitian menunjukkan bahwa model pembelajaran aktif yang berbasis konstruktivisme sesuai untuk dikembangkan di madrasah, yakni model pembelajaran Problem Based Learning (PBL, Pembelajaran Realistis, Pembelajaran

  2. Designing requirements engineering research

    NARCIS (Netherlands)

    Wieringa, Roelf J.; Heerkens, Johannes M.G.

    2007-01-01

    Engineering sciences study different topics than natural sciences, and utility is an essential factor in choosing engineering research problems. But despite these differences, research methods for the engineering sciences are no different than research methods for any other kind of science. At most

  3. Designing Assessment for Autonomous Learning

    Science.gov (United States)

    Hay, Marie; Mathers, Lucy

    2012-01-01

    This paper aims to disseminate and evaluate an autonomous learning framework developed through collaborative research with first- and second-year undergraduate students at De Montfort University. Central to the framework is the involvement of students in the assessment of their peers and themselves using dialogue about the assessment and feedback…

  4. Challenges in Nordic Design Research

    DEFF Research Database (Denmark)

    Andreasen, Mogens Myrup

    1996-01-01

    Design research has not won a convincing reputation in industry. Nordic research being scattered and small in number of researchers should find its special strengths and focus on creating results, which are based on our peculiar conditions and background.......Design research has not won a convincing reputation in industry. Nordic research being scattered and small in number of researchers should find its special strengths and focus on creating results, which are based on our peculiar conditions and background....

  5. The FITS model: an improved Learning by Design approach

    OpenAIRE

    Michels, Koen; Vries, de, Marc; Breukelen, van, Dave; Schure, Frank

    2016-01-01

    Learning by Design (LBD) is a project-based inquiry approach for interdisciplinary teaching that uses design contexts to learn skills and conceptual knowledge. Research around the year 2000 showed that LBD students achieved high skill performances but disappointing conceptual learning gains. A series of exploratory studies, previous to the study in this paper, indicated how to enhance concept learning. Small-scale tested modifications, based on explicit teaching and scaffolding, were promisin...

  6. Using IMS Learning Design to model collaborative learning activities

    NARCIS (Netherlands)

    Tattersall, Colin

    2006-01-01

    IMS Learning Design provides a counter to the trend towards designing for lone-learners reading from screens. It guides staff and educational developers to start not with content, but with learning activities and the achievement of learning objectives. It recognises that learning can happen without

  7. The Design, Experience and Practice of Networked Learning

    DEFF Research Database (Denmark)

    . The Design, Experience and Practice of Networked Learning will prove indispensable reading for researchers, teachers, consultants, and instructional designers in higher and continuing education; for those involved in staff and educational development, and for those studying post graduate qualifications...

  8. Research through designing?

    NARCIS (Netherlands)

    Lenzholzer, S.; Poerschke, U.; Staub, A.; Pihlak, M.; Cooper, J.

    2011-01-01

    With this panel-contribution I will address a lacuna in landscape architecture theory on the connection of the role of ‘research through designing’. I consider the role of ‘research through designing’ crucial for the further production of new practical knowledge within landscape architecture. The

  9. Brain Research and Learning.

    Science.gov (United States)

    Claycomb, Mary

    Current research on brain activity has many implications for educators. The triune brain concept and the left and right hemisphere concepts are among the many complex theories evolving from experimentation and observation. The triune brain concept suggests that the human forebrain has expanded while retaining three structurally unique formations…

  10. A Learning and Interaction design framework, from a study on formulating principles for the design of engaging music learning games

    DEFF Research Database (Denmark)

    Weitze, Charlotte Lærke; Ørngreen, Rikke

    2012-01-01

    Based on a preliminary action research study investigating the design of digital music games and years of experiences from interaction design processes of learning resources, this extended abstract presents a framework that mixes designs for learning principles and game design with a process view...... using a simple interaction design lifecycle. Though the first outset was to design engaging music games, the resulting framework has a more generic character....

  11. Building an mlearning research framework through design science research

    CSIR Research Space (South Africa)

    Ford, M

    2014-11-01

    Full Text Available The purpose of this paper is to provide an explanation of how Design Science research has been applied in order to develop a mobile learning framework for the ICT4RED project which is currently in progress in Cofimvaba in the Eastern Cape Province...

  12. The Design Researcher in Quandary

    DEFF Research Database (Denmark)

    Kinch, Sofie; Fogtman, Majken Hillerup

    2011-01-01

    In the field of practice-based research we articulate the dilemma that emerges as the creative designer embraces the role of being an interaction design researcher. We exemplify the dilemma in a specific design case originating from a PhD project. In this case, we use sketching to illustrate how...... the design researcher embodies the creative designer at all times. We show how the dilemma becomes tangible in the conversation with the material when having to manage a set of design constraints, concerns and sensibilities. We acknowledge that when taking on both roles at the same time there are two...

  13. Reflections on Design Methodology Research

    DEFF Research Database (Denmark)

    2011-01-01

    We shall reflect on the results of Design Methodology research and their impact on design practice. In the past 50 years the number of researchers in the field has expanded enormously – as has the number of publications. During the same period design practice and its products have changed...... and produced are also now far more complex and distributed, putting designers under ever increasing pressure. We shall address the question: Are the results of Design Methodology research appropriate and are they delivering the expected results in design practice? In our attempt to answer this question we...

  14. Game Design as STS Research

    Directory of Open Access Journals (Sweden)

    Joseph Dumit

    2017-09-01

    Full Text Available Game design offers a powerful pedagogical paradigm for engaging students in thinking and researching sociotechnical systems. Using the example of designing a game around fracking, this paper describes how game design grapples with emergent dynamic processes, and how students are drawn into becoming STS researchers.

  15. A Computational Lens on Design Research

    Science.gov (United States)

    Hoyles, Celia; Noss, Richard

    2015-01-01

    In this commentary, we briefly review the collective effort of design researchers to weave theory with empirical results, in order to gain a better understanding of the processes of learning. We seek to respond to this challenging agenda by centring on the evolution of one sub-field: namely that which involves investigations within a…

  16. Graphic Design for Researchers

    Science.gov (United States)

    Regional Educational Laboratory, 2014

    2014-01-01

    Technology continues to radically change how we create and consume information. Today, news, reports, and other material are often delivered quickly through pictures, colors, or other eye-catching visual elements. Words still matter, but they may be tweeted, viewed on a smartphone, or placed in a call-out box in a report. The design of these items…

  17. Learning and Motivational Processes When Students Design Curriculum-Based Digital Learning Games

    DEFF Research Database (Denmark)

    Weitze, Charlotte Lærke

    2015-01-01

    This design-based research (DBR) project has developed an overall gamified learning design (big Game) to facilitate the learning process for adult students by inviting them to be their own learning designers through designing digital learning games (small games) in cross-disciplinary subject...... matters. The DBR project has investigated and experimented with which elements, methods, and processes are important when aiming at creating a cognitive complex (Anderson and Krathwohl, 2001) and motivating learning process within a reusable game-based learning design. This project took place in a co......, or programming provide a rich context for learning, since the construction of artefacts, in this case learning games, enables reflection and new ways of thinking. The students learned from reflection and interaction with the tools alone as well as in collaboration with peers. After analysing the students...

  18. The Design:Lab as platform in participatory design research

    DEFF Research Database (Denmark)

    Binder, Thomas; Brandt, Eva

    2008-01-01

    The notion of laboratory or simply 'lab' has become popular in recent years in areas outside science and technology development. Learning Labs, Innovation Labs, Usability Labs, Media and Communication Labs and even Art Labs designate institutions or fora dedicated to change and experimentation...... as others have frequently used other metaphors like workshop, studio or atelier in design research. In this article we will argue that the laboratory metaphor is particularly suitable and useful for the design:lab, and we will give examples of how we have worked with the design:lab as a platform...

  19. Designing intervention in educational game research

    DEFF Research Database (Denmark)

    Sørensen, Birgitte Holm; Magnussen, Rikke

    2010-01-01

    of game technology in educational settings: the game Global Conflict: Latin America, which is a role-playing game, set in a 3D environment. In the game, students play a freelance journalist who has to investigate particular issues or conflicts in the Latin American region. The game is designed to teach......The international focus on the learning potential of games in recent years has led to a boost in both academic research interest and the development of game formats. Numerous educational computer games are available for today’s teachers, but the implementation of games in everyday teaching is often...... problematic. In this paper, we argue that the focus on designing and implementing game-based learning environments in educational settings implies a need to rethink methodological questions on how to apply and study educational designs. We review the methodological approaches of design-based research...

  20. Designing intervention in educational game research

    DEFF Research Database (Denmark)

    Magnussen, Rikke; Sørensen, Birgitte Holm

    2010-01-01

    of game technology in educational settings: the game Global Conflict: Latin America, which is a role-playing game, set in a 3D environment. In the game, students play a freelance journalist who has to investigate particular issues or conflicts in the Latin American region. The game is designed to teach......The international focus on the learning potential of games in recent years has led to a boost in both academic research interest and the development of game formats. Numerous educational computer games are available for today's teachers, but the implementation of games in everyday teaching is often...... problematic. In this paper, we argue that the focus on designing and implementing game-based learning environments in educational settings implies a need to rethink methodological questions on how to apply and study educational designs. We review the methodological approaches of design-based research...

  1. Models of Learning Space: Integrating Research on Space, Place and Learning in Higher Education

    Science.gov (United States)

    Ellis, R. A.; Goodyear, P.

    2016-01-01

    Learning space research is a relatively new field of study that seeks to inform the design, evaluation and management of learning spaces. This paper reviews a dispersed and fragmented literature relevant to understanding connections between university learning spaces and student learning activities. From this review, the paper distils a number of…

  2. Web 2.0 in Computer-Assisted Language Learning: A Research Synthesis and Implications for Instructional Design and Educational Practice

    Science.gov (United States)

    Parmaxi, Antigoni; Zaphiris, Panayiotis

    2017-01-01

    This study explores the research development pertaining to the use of Web 2.0 technologies in the field of Computer-Assisted Language Learning (CALL). Published research manuscripts related to the use of Web 2.0 tools in CALL have been explored, and the following research foci have been determined: (1) Web 2.0 tools that dominate second/foreign…

  3. Design Principles for Cell Phone Learning in EFL

    Science.gov (United States)

    Wang, Feihong

    2010-01-01

    Cell phone learning (C-learning), as an instructional approach, has been gaining more and more attention in the field of teaching English as a foreign language (EFL) in the last 10 years. While studies have proved C-learning an effective instructional approach in research settings, a review of literature indicates the lack of design principles to…

  4. Dynamics of Research through Design

    DEFF Research Database (Denmark)

    Basballe, Ditte Amund; Halskov, Kim

    2012-01-01

    In this paper, we investigate Research through Design at a micro-level, by addressing the dynamic interplay of research and design as they unfold throughout a design process. As our principal case, we consider the design of a three-dimensional projection installation, a process that unfolded over...... a one-year period. We analyse material collected from 18 key events during the process, in order to identify the ongoing dynamics. Based on the analysis, we establish how the interplay evolves in a complex structure, where the design and research interests continuously couple, interweave, and decouple...

  5. Dynamics of Research through Design

    DEFF Research Database (Denmark)

    Basballe, Ditte Amund; Halskov, Kim

    2012-01-01

    a one-year period. We analyse material collected from 18 key events during the process, in order to identify the ongoing dynamics. Based on the analysis, we establish how the interplay evolves in a complex structure, where the design and research interests continuously couple, interweave, and decouple......In this paper, we investigate Research through Design at a micro-level, by addressing the dynamic interplay of research and design as they unfold throughout a design process. As our principal case, we consider the design of a three-dimensional projection installation, a process that unfolded over...

  6. What is the teachers’ role when students learn through design of learning games in a scaffolded gamified learning environment?

    DEFF Research Database (Denmark)

    Weitze, Charlotte Lærke

    The aim of this research project is to create a reusable and flexible gamified learning design where the students are learning subject matters through the design of digital learning games. The students are their own learning designers forming teams that create games. The teams also peer review...... how the use of pre-build learning games in education can be taken a step further into the building of learning games while implementing subject matters from curriculum, not only focussing on the creative game design process. The aim of the form of this learning design is to scaffold the novice....../ play test each others games as a way to qualify the learning taking place around as well as inside the games they are building. The discussion is focusing on how the chosen pedagogical approach is framed within the gamified environment as well as on how the teachers can guide and scaffold the learning...

  7. Conjecture Mapping: An Approach to Systematic Educational Design Research

    Science.gov (United States)

    Sandoval, William

    2014-01-01

    Design research is strongly associated with the learning sciences community, and in the 2 decades since its conception it has become broadly accepted. Yet within and without the learning sciences there remains confusion about how to do design research, with most scholarship on the approach describing what it is rather than how to do it. This…

  8. Learning and Motivational Processes When Students Design Curriculum‐Based Digital Learning Games

    DEFF Research Database (Denmark)

    Weitze, Charlotte Lærke

    2016-01-01

    This design‐based research (DBR) project has developed an overall gamified learning design (big Game) to facilitate the learning process for adult students by inviting them to be their own learning designers through designing digital learning games (small games) in cross‐disciplinary subject...... matters. The DBR project has investigated and experimented with which elements, methods, and processes are important when aiming at creating a cognitive complex (Anderson and Krathwohl, 2001) and motivating learning process within a reusable game‐based learning design. This project took place in a co......, or programming provide a rich context for learning, since the construction of artefacts, in this case learning games, enables reflection and new ways of thinking. The students learned from reflection and interaction with the tools alone as well as in collaboration with peers. After analysing the students...

  9. Learned-Helplessness Theory: Implications for Research in Learning Disabilities.

    Science.gov (United States)

    Canino, Frank J.

    1981-01-01

    The application of learned helplessness theory to achievement is discussed within the context of implications for research in learning disabilities. Finally, the similarities between helpless children and learning disabled students in terms of problems solving and attention are discussed. (Author)

  10. Fashion Research at Design Schools

    DEFF Research Database (Denmark)

    Skjold, Else

    2008-01-01

    as a continuation of the way teaching in fashion design and research on fashion is perceived in the various cases. This of course implements the fact that there are very diverse perceptions on what fashion research is.  A main discussion therefore concerns current methodological diversities in fashion research......The report “Fashion Research at Design Schools” (2008), which was commissioned by Institute for Fashion and Textiles at Designskolen Kolding,  appoints the potentials and challenges in relation to the ongoing academization of design schools, with a specific focus on fashion research. The key...... research question is: “What kind of fashion design education is Designskolen Kolding aiming to offer in the future, what kind of skills will the students need in their future work place, the fashion industry, and can research work as a potential in this process?”   The study is based on qualitative...

  11. Liberating Learning Object Design from the Learning Style of Student Instructional Designers

    Science.gov (United States)

    Akpinar, Yavuz

    2007-01-01

    Learning objects are a new form of learning resource, and the design of these digital environments has many facets. To investigate senior instructional design students' use of reflection tools in designing learning objects, a series of studies was conducted using the Reflective Action Instructional Design and Learning Object Review Instrument…

  12. Learning to Be: The Modelling of Art and Design Practice in University Art and Design Teaching

    Science.gov (United States)

    Budge, Kylie

    2016-01-01

    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…

  13. A "Knowledge Trading Game" for Collaborative Design Learning in an Architectural Design Studio

    Science.gov (United States)

    Wang, Wan-Ling; Shih, Shen-Guan; Chien, Sheng-Fen

    2010-01-01

    Knowledge-sharing and resource exchange are the key to the success of collaborative design learning. In an architectural design studio, design knowledge entails learning efforts that need to accumulate and recombine dispersed and complementary pieces of knowledge. In this research, firstly, "Knowledge Trading Game" is proposed to be a way for…

  14. Designing Professional Learning Communities through Understanding the Beliefs of Learning

    Science.gov (United States)

    Ke, Jie; Kang, Rui; Liu, Di

    2016-01-01

    This study was designed to initiate the process of building professional development learning communities for pre-service math teachers through revealing those teachers' conceptions/beliefs of students' learning and their own learning in China. It examines Chinese pre-service math teachers' conceptions of student learning and their related…

  15. Design research and industrial applicability

    DEFF Research Database (Denmark)

    Andreasen, Mogens Myrup

    1997-01-01

    Imprinted paper (copies of overheads in English) on the nature of design research, the transformation process for industrial utilization and the challenges of ENDREA from industry.......Imprinted paper (copies of overheads in English) on the nature of design research, the transformation process for industrial utilization and the challenges of ENDREA from industry....

  16. Do we need teachers as designers of technology enhanced learning?

    NARCIS (Netherlands)

    Kirschner, Paul A.

    2016-01-01

    In this special issue, five teams of researchers discuss different aspects of the teacher as designer of technology enhanced learning situations. This final contribution critically discusses if and how teachers as designers of technology enhanced learning might (not) be feasible or even desirable.

  17. Teacher-Led Design of an Adaptive Learning Environment

    Science.gov (United States)

    Mavroudi, Anna; Hadzilacos, Thanasis; Kalles, Dimitris; Gregoriades, Andreas

    2016-01-01

    This paper discusses a requirements engineering process that exemplifies teacher-led design in the case of an envisioned system for adaptive learning. Such a design poses various challenges and still remains an open research issue in the field of adaptive learning. Starting from a scenario-based elicitation method, the whole process was highly…

  18. Preparing Instructional Designers for Game-Based Learning: Part 1

    Science.gov (United States)

    Hirumi, Atsusi; Appelman, Bob; Rieber, Lloyd; Van Eck, Richard

    2010-01-01

    Like many rapidly growing industries, advances in video game technology are far outpacing research on its design and effectiveness. Relatively little is understood about how to apply what we know about teaching and learning to optimize game-based learning. For the most part, instructional designers know little about game development and video game…

  19. Collaborative action research: implementation of cooperative learning.

    Science.gov (United States)

    Smith-Stoner, Marilyn; Molle, Mary E

    2010-06-01

    Nurse educators must continually improve their teaching skills through innovation. However, research about the process used by faculty members to transform their teaching methods is limited. This collaborative study uses classroom action research to describe, analyze, and address problems encountered in implementing cooperative learning in two undergraduate nursing courses. After four rounds of action and reflection, the following themes emerged: students did not understand the need for structured cooperative learning; classroom structure and seating arrangement influenced the effectiveness of activities; highly structured activities engaged the students; and short, targeted activities that involved novel content were most effective. These findings indicate that designing specific activities to prepare students for class is critical to cooperative learning. Copyright 2010, SLACK Incorporated.

  20. A DBR Framework for Designing Mobile Virtual Reality Learning Environments

    Science.gov (United States)

    Cochrane, Thomas Donald; Cook, Stuart; Aiello, Stephen; Christie, Duncan; Sinfield, David; Steagall, Marcus; Aguayo, Claudio

    2017-01-01

    This paper proposes a design based research (DBR) framework for designing mobile virtual reality learning environments. The application of the framework is illustrated by two design-based research projects that aim to develop more authentic educational experiences and learner-centred pedagogies in higher education. The projects highlight the first…

  1. Targeted Learning in Healthcare Research.

    Science.gov (United States)

    Gruber, Susan

    2015-12-01

    The increasing availability of Big Data in healthcare encourages investigators to seek answers to big questions. However, nonparametric approaches to analyzing these data can suffer from the curse of dimensionality, and traditional parametric modeling does not necessarily scale. Targeted learning (TL) combines semiparametric methodology with advanced machine learning techniques to provide a sound foundation for extracting information from data. Predictive models, variable importance measures, and treatment benefits and risks can all be addressed within this framework. TL has been applied in a broad range of healthcare settings, including genomics, precision medicine, health policy, and drug safety. This article provides an introduction to the two main components of TL, targeted minimum loss-based estimation and super learning, and gives examples of applications in predictive modeling, variable importance ranking, and comparative effectiveness research.

  2. Universal Design for Learning: Critical Need Areas for People with Learning Disabilities

    Science.gov (United States)

    Strobel, Wendy; Arthanat, Sajay; Bauer, Stephen; Flagg, Jennifer

    2007-01-01

    The primary market research outlined in this paper was conducted by the Rehabilitation Engineering Research Center on Technology Transfer to identify critical technology needs for people with learning disabilities. Based on the research conducted, the underlying context of these technology needs is Universal Design for Learning (UDL). The paper…

  3. Research Data Curation Pilots: Lessons Learned

    Directory of Open Access Journals (Sweden)

    David Minor

    2014-07-01

    Full Text Available In the spring of 2011, the UC San Diego Research Cyberinfrastructure (RCI Implementation Team invited researchers and research teams to participate in a research curation and data management pilot program. This invitation took the form of a campus-wide solicitation. More than two dozen applications were received and, after due deliberation, the RCI Oversight Committee selected five curation-intensive projects. These projects were chosen based on a number of criteria, including how they represented campus research, varieties of topics, researcher engagement, and the various services required. The pilot process began in September 2011, and will be completed in early 2014. Extensive lessons learned from the pilots are being compiled and are being used in the on-going design and implementation of the permanent Research Data Curation Program in the UC San Diego Library. In this paper, we present specific implementation details of these various services, as well as lessons learned. The program focused on many aspects of contemporary scholarship, including data creation and storage, description and metadata creation, citation and publication, and long term preservation and access. Based on the lessons learned in our processes, the Research Data Curation Program will provide a suite of services from which campus users can pick and choose, as necessary. The program will provide support for the data management requirements from national funding agencies.

  4. Project Management Approaches for Online Learning Design

    Science.gov (United States)

    Eby, Gulsun; Yuzer, T. Volkan

    2013-01-01

    Developments in online learning and its design are areas that continue to grow in order to enhance students' learning environments and experiences. However, in the implementation of new technologies, the importance of properly and fairly overseeing these courses is often undervalued. "Project Management Approaches for Online Learning Design"…

  5. Interactive Learning for Graphic Design Foundations

    Science.gov (United States)

    Chu, Sauman; Ramirez, German Mauricio Mejia

    2012-01-01

    One of the biggest problems for students majoring in pre-graphic design is students' inability to apply their knowledge to different design solutions. The purpose of this study is to examine the effectiveness of interactive learning modules in facilitating knowledge acquisition during the learning process and to create interactive learning modules…

  6. Case-based learning in VTLE: An effective strategy for improving learning design

    OpenAIRE

    Guàrdia Ortiz, Lourdes; Sangrà, Albert; Maina, Marcelo Fabián

    2014-01-01

    This article presents preliminary research from an instructional design perspective on the design of the case method as an integral part of pedagogy and technology. Key features and benefits using this teaching and learning strategy in a Virtual Teaching and Learning Environment (VTLE) are identified, taking into account the requirements of the European Higher Education Area (EHEA) for a competence-based curricula design. The implications of these findings for a learning object appro...

  7. Using learning materials for design-based interventions

    DEFF Research Database (Denmark)

    Gissel, Stig Toke

    2015-01-01

    This article considers a methodological issue concerning the use of learning materials for interventions in design-based research. When the researcher uses existing or creates new didacticised learning materials for research purposes and tests their applicability in authentic contexts, many...... variables are in play. When using or designing a learning material a lot of choices have to be made and effects are difficult to isolate. The advantage of using learning materials for interventions is that results could have high ecological validity. In the article this methodological issue is exemplified...... through a research project using and developing digital learning materials for developing literacy in the early grades. One of many important choices to be made in elaborating this learning material concerns which texts should be used for supporting students’ literacy development in the lower grades...

  8. Pedagogical and Design Aspects of a Blended Learning Course

    Directory of Open Access Journals (Sweden)

    Karen Precel, Yoram Eshet-Alkalai, Yael Alberton

    2009-04-01

    Full Text Available Based on recent research reports, the blended learning model, which combines face-to-face and online learning, is now the preferred model for online course design. Its superiority over online learning, which lacks face-to-face interaction, is evident from studies that examined both student achievement and satisfaction. Nevertheless, there is ambiguity in the literature and in the field regarding the proper implementation of blended learning and the optimal proportions between online and F2F components in various learning scenarios. The range of contradictory reports in recent literature on the potential of different blended learning models shows the need for more research on specific blended learning courses in order to establish proper standards for effective course design and implementation. The present evaluation study focuses on students’ perceptions of pedagogical and design issues related to a new model for blended learning used in a graduate-level course at the Open University of Israel. Fifty-eight of the course’s 91 students participated in the study and completed a questionnaire regarding three major aspects of the course design: (1 pedagogy, (2 textbook format (print vs. digital, and (3 learning environment usability. The results illustrate the importance of completing the pedagogical and visual design of online learning in advance. Also, the course model suggests ways to bridge the gaps between students and instructors and students and their peers, which are typical of online learning in general and of open universities in particular.

  9. Acttention – Influencing Communities of Practice with Persuasive Learning Designs

    DEFF Research Database (Denmark)

    Hansen, Sandra Burri Gram; Ryberg, Thomas

    2015-01-01

    design within this more established field of research and development. Rather than focus on improving learning technologies or motivating the interest in a subject, persuasive designs may be more efficient when used to influence the communities of practice in educational institutions.......Based on the preliminary results of implementing and testing a persuasive learning initiative in the Danish Military, this paper discusses and develops the notion of persuasive learning designs. It is suggested that the acquirement of new knowledge is fundamental to persuasion, and that persuasive...... learning designs distinguish themselves by leading to sustainable change to the learner’s attitude and/or behaviour. A practical example of persuasive learning designs is provided in terms of the interactive location-based learning game Acttention, which has been developed and tested on behalf...

  10. Research design and statistical analysis

    CERN Document Server

    Myers, Jerome L; Lorch Jr, Robert F

    2013-01-01

    Research Design and Statistical Analysis provides comprehensive coverage of the design principles and statistical concepts necessary to make sense of real data.  The book's goal is to provide a strong conceptual foundation to enable readers to generalize concepts to new research situations.  Emphasis is placed on the underlying logic and assumptions of the analysis and what it tells the researcher, the limitations of the analysis, and the consequences of violating assumptions.  Sampling, design efficiency, and statistical models are emphasized throughout. As per APA recommendations

  11. Fashion Research at Design Schools

    DEFF Research Database (Denmark)

    Skjold, Else

    2008-01-01

    The report “Fashion Research at Design Schools” (2008), which was commissioned by Institute for Fashion and Textiles at Designskolen Kolding,  appoints the potentials and challenges in relation to the ongoing academization of design schools, with a specific focus on fashion research. The key......, interactionistic interviews (Järvinen and Mik-Meyer, 2005) with key persons from the respective research- and fashion departments from eight selected design schools in Holland, England and USA. The analysis of each case is inspired by Edgar E. Schein’s levels of culture (Schein 1994), that aims to pinpoint both...

  12. Universal Design for Learning: Scanning for Alignment in K-12 Blended and Fully Online Learning Materials

    Science.gov (United States)

    Basham, James D.; Smith, Sean J.; Satter, Allyson L.

    2016-01-01

    In the process of evaluating online learning products for accessibility, researchers in the Center on Online Learning and Students with Disabilities concluded that most often consultation guides and assessment tools were useful in determining sensory accessibility but did not extend to critical aspects of learning within the Universal Design for…

  13. Multiple Pathways to Learning: An Examination of Universal Design and Online Strategic Learning in Higher Education

    Science.gov (United States)

    Hicks, Maryruth Wilks

    2010-01-01

    The purpose of this study was to examine the effectiveness of universally designed (UD) instruction on strategic learning in an online, interactive learning environment (ILE). The research focused on the premise that the customizable, media-based framework of UD instruction might influence diverse online learning strategies. This study…

  14. Application Design Of Interactive Multimedia Development Based Motion Graphic On Making Fashion Design Learning In Digital Format

    OpenAIRE

    Winwin Wiana

    2017-01-01

    This study is a research and development aimed at developing multimedia interactive learning based animation as an effort to improve student learning motivation in learning Fashion Design Technology apart from this study also aims to design a learning program courses Fashion Design Technology with a focus on optimizing the use of interactive media in learning process. From this study showed 1 A preliminary study found that the problems faced by students when studying Fashion Design Technology...

  15. Methodological Challenges for Collaborative Learning Research

    Science.gov (United States)

    Strijbos, Jan-Willem; Fischer, Frank

    2007-01-01

    Research on collaborative learning, both face-to-face and computer-supported, has thrived in the past 10 years. The studies range from outcome-oriented (individual and group learning) to process-oriented (impact of interaction on learning processes, motivation and organisation of collaboration) to mixed studies. Collaborative learning research is…

  16. Fashion Research at Design Schools

    DEFF Research Database (Denmark)

    Skjold, Else

    2008-01-01

    on fashion education and fashion research, that are “taken for granted” in the institutional culture of each case. Because of the diversity between the cases, a cultural-oriented comparison has been made, where every case is perceived as idiographically unique (Thyge Winther-Jensen 2004). Descriptions......The report “Fashion Research at Design Schools” (2008), which was commissioned by Institute for Fashion and Textiles at Designskolen Kolding,  appoints the potentials and challenges in relation to the ongoing academization of design schools, with a specific focus on fashion research. The key...... research question is: “What kind of fashion design education is Designskolen Kolding aiming to offer in the future, what kind of skills will the students need in their future work place, the fashion industry, and can research work as a potential in this process?”   The study is based on qualitative...

  17. Linking theory to practice in learning technology research

    Directory of Open Access Journals (Sweden)

    Cathy Gunn

    2012-03-01

    Full Text Available We present a case to reposition theory so that it plays a pivotal role in learning technology research and helps to build an ecology of learning. To support the case, we present a critique of current practice based on a review of articles published in two leading international journals from 2005 to 2010. Our study reveals that theory features only incidentally or not at all in many cases. We propose theory development as a unifying theme for learning technology research study design and reporting. The use of learning design as a strategy to develop and test theories in practice is integral to our argument. We conclude by supporting other researchers who recommend educational design research as a theory focused methodology to move the field forward in productive and consistent ways. The challenge of changing common practice will be involved. However, the potential to raise the profile of learning technology research and improve educational outcomes justifies the effort required.

  18. Learning on electrical circuits while playing 'E&E electrical endeavours' : design research on a serious game optimizing for conceptual understanding

    NARCIS (Netherlands)

    Taconis, R.; Dubois, Mariette; Putter - Smits, de L.G.A.; Bergen, van H.

    2014-01-01

    In a two year design research project, a serious game was developed in a close collaboration of educational researchers, game-designers and secondary school teachers. In a first round, the game was used in classroom employing an open-inquiry format. It was found that the game had a strong impact on

  19. Empathy in Distance Learning Design Practice

    Science.gov (United States)

    Matthews, Michael T.; Williams, Gregory S.; Yanchar, Stephen C.; McDonald, Jason K.

    2017-01-01

    The notion of designer empathy has become a cornerstone of design philosophy in fields such as product design, human-computer interaction, and service design. But the literature on instructional designer empathy and learner analysis suggests that distance learning designers are generally quite removed from the learners with whom they could be…

  20. Flexible learning and the design of instruction

    NARCIS (Netherlands)

    Collis, Betty; Nikolova, Iliana

    1998-01-01

    The paper deals with the problem of designing flexible learning and instruction. Flexibility is considered both from the learner's and the designer's perspective. The potential of telematics in the design, development and implementation of flexible and distance learning is discussed. A Method for

  1. Helping Education Students Understand Learning through Designing

    Science.gov (United States)

    Ronen-Fuhrmann, Tamar; Kali, Yael; Hoadley, Christopher

    2008-01-01

    This article describes a course in which graduate students in education learn practical and theoretical aspects of educational design by creating technologies for learning. The course was built around three themes: "Analyzing technologies," in which students study state-of- the-art technologies and interview their designers; "design studio," in…

  2. Teaching machine learning to design students

    NARCIS (Netherlands)

    Vlist, van der B.J.J.; van de Westelaken, H.F.M.; Bartneck, C.; Hu, J.; Ahn, R.M.C.; Barakova, E.I.; Delbressine, F.L.M.; Feijs, L.M.G.; Pan, Z.; Zhang, X.; El Rhalibi, A.

    2008-01-01

    Machine learning is a key technology to design and create intelligent systems, products, and related services. Like many other design departments, we are faced with the challenge to teach machine learning to design students, who often do not have an inherent affinity towards technology. We

  3. Enabling Transformative Learning in the Workplace: An Educative Research Intervention

    Science.gov (United States)

    Wilhelmson, Lena; Åberg, Marie Moström; Backström, Tomas; Olsson, Bengt Köping

    2015-01-01

    The aim of this article is to discuss the potential of an educative research intervention to influence the quality of the learning outcome in the workplace as interpreted from the perspectives of adult learning theory. The research project was designed as a quasi-experimental, mixed-methods study. In this article, quantitative survey data were…

  4. Learning design and feedback processes at scale

    DEFF Research Database (Denmark)

    Ringtved, Ulla L.; Miligan, Sandra; Corrin, Linda

    2016-01-01

    Design for teaching in scaled courses is shifting away from replication of the traditional on-campus or online teaching-learning relationship towards exploiting the distinctive characteristic and potentials of that environment to transform both teaching and learning. This involves consideration...... design and would benefit from learning analytics support? What is the character of analytics that can be deployed to help deliver good design of online learning platforms? What are the theoretical and pedagogical bases inherent in different analytics designs? These and other questions will be examined...

  5. The E-Learning Setting Circle: First Steps toward Theory Development in E-Learning Research

    Science.gov (United States)

    Rüth, Marco; Kaspar, Kai

    2017-01-01

    E-learning projects and related research generate an increasing amount of evidence within and across various disciplines and contexts. The field is very heterogeneous as e-learning approaches are often characterized by rather unique combinations of situational factors that guide the design and realization of e-learning in a bottom-up fashion.…

  6. Designing Learning for Co-Creation

    DEFF Research Database (Denmark)

    Gnaur, Dorina; Larsen-Nielsen, Marie

    2017-01-01

    Designing learning for co-creation - conceptual and practical considerations, Dorina Gnaur and Inger Marie Larsen-Nielsen explore the practical educational point of view. The question they are posing themselves is: how can higher and further education (HE) educate for co-creation, that is, provide...... educational frameworks that respond to the societal demand for co-creation, particularly within the public welfare sector? First, they focus on which organisational and individual requirements an HE learning design should take into account in order to support the diffusion of co-creation competences....... Then they argue for the need to integrate these considerations in the learning design and demonstrate a practical application in the form of a didactical design. They call this a hybrid learning design, in that it takes advantage of technological developments to mediate co-creative learning in multiple learning...

  7. Using Design-Based Research in Higher Education Innovation

    Science.gov (United States)

    Ford, Cristi; McNally, Darragh; Ford, Kate

    2017-01-01

    This paper discusses the design-based research approach used by the Center for Innovation in Learning and Student Success (CILSS) at the University of Maryland, University College (UMUC). CILSS is a laboratory for conducting applied research that focuses on continuous improvements to the university's instruction of curriculum, learning models, and…

  8. Critical Issues in Research Design in Action Research in an SME Development Context

    Science.gov (United States)

    McGrath, Helen; O'Toole, Thomas

    2012-01-01

    Purpose: The main aim of this paper is to develop guidelines on the critical issues to consider in research design in an action research (AR) environment for SME network capability development. Design/methodology/approach: The issues in research design for AR studies are developed from the authors' experience in running learning sets but, in…

  9. Lost in Space: Designing for Learning

    Science.gov (United States)

    La Marca, Susan

    2010-01-01

    The design of a learning space, and the many factors that come together to create that space, impact on how we feel and behave in that space and ultimately how we learn. This paper will discuss the importance of mission statements, policy and planning in light of how we create spaces that are learning-driven, human-centred and flexible. Of…

  10. Service-Learning Instructional Design Considerations

    Science.gov (United States)

    Maddrell, Jennifer

    2014-01-01

    This paper explores the design of "service-learning" experiences to engage college students in the real-world application of course subject matter. Service learning is an educational approach that combines community service, academic coursework, and work-based applied learning. Based on data gathered during a series of recent interviews…

  11. Designing E-learning Model to Learn About Transportation Management System to Support Supply Chain Management with Simulation Problems

    OpenAIRE

    Wiyono, Didiek Sri; Pribadi, Sidigdoyo; Permana, Ryan

    2011-01-01

    Focus of this research is designing Transportation Management System (TMS) as e-learning media for logistic education. E-learning is the use of Internet technologies to enhance knowledge and performance. E-learning technologies offer learners control over content, learning sequence, pace of learning, time, and often media, allowing them to tailor their experiences to meet their personal learning objectives. E-learning appears to be at least as effective as classical lectures. Students do not ...

  12. Effective e-Learning by Thoughtful Design

    Directory of Open Access Journals (Sweden)

    Gordon Joyes

    2009-11-01

    Full Text Available This paper provides an insight into an e-learning design approach that has been used by the author in a wide range of contexts in Higher Education as part of an ongoing enquiry into transforming online teaching and learning within sustainable 'real' courses. A key driver has been the need to engage learners in Higher Education in moving from consumers to producers of knowledge and to engage in communities of practice through the use of online tools for learning. These developments use an analytic framework to support thoughtful e-learning design and insights into the way his framework has been applied are presented through a number of case studies. This work is shaping Web2.0 technologies to match a learning rather than a social agenda by casting them in particular learning activities within specific contexts for particular learning purposes.Keywords: e-learning, activity theory

  13. Concept learning by direct current design challenges in secondary education

    NARCIS (Netherlands)

    Van Breukelen, D.H.J.; De Vries, M.J.; Schure, F.A.

    2016-01-01

    This paper presents a mixed methods study in which 77 students and 3 teachers took part, that investigated the practice of Learning by Design (LBD). The study is part of a series of studies, funded by the Netherlands Organisation for Scientific Research, that aims to improve student learning,

  14. Concept learning by direct current design challenges in secondary education

    NARCIS (Netherlands)

    MEd Dave van Breukelen; Prof. Dr. Marc de Vries; MEd Frank Schure

    2016-01-01

    This paper presents a mixed methods study in which 77 students and 3 teachers took part, that investigated the practice of Learning by Design (LBD). The study is part of a series of studies, funded by the Netherlands Organisation for Scientific Research (NWO), that aims to improve student learning,

  15. Concept learning by direct current design challenges in secondary education

    NARCIS (Netherlands)

    van Breukelen, D.H.J.; de Vries, M.J.; Schure, Frank A.

    2016-01-01

    This paper presents a mixed methods study in which 77 students and 3 teachers took part, that investigated the practice of Learning by Design (LBD). The study is part of a series of studies, funded by the Netherlands Organisation for Scientific Research, that aims to improve student learning,

  16. Designing for Learning: Online Social Networks as a Classroom Environment

    Science.gov (United States)

    Casey, Gail; Evans, Terry

    2011-01-01

    This paper deploys notions of emergence, connections, and designs for learning to conceptualize high school students' interactions when using online social media as a learning environment. It makes links to chaos and complexity theories and to fractal patterns as it reports on a part of the first author's action research study, conducted while she…

  17. Designing a Virtual-Reality-Based, Gamelike Math Learning Environment

    Science.gov (United States)

    Xu, Xinhao; Ke, Fengfeng

    2016-01-01

    This exploratory study examined the design issues related to a virtual-reality-based, gamelike learning environment (VRGLE) developed via OpenSimulator, an open-source virtual reality server. The researchers collected qualitative data to examine the VRGLE's usability, playability, and content integration for math learning. They found it important…

  18. Design and Development of a Learning Design Virtual Internship Program

    Science.gov (United States)

    Ruggiero, Dana; Boehm, Jeff

    2016-01-01

    Incorporation of practical experience in learning design and technology education has long been accepted as an important step in the developmental process of future learning designers. The proliferation of adult online education has increased the number of graduate students who are in need of a practical internship placement but have limited…

  19. Designing for Learning in Coupled Contexts

    DEFF Research Database (Denmark)

    Gleerup, Janne; Heilesen, Simon; Helms, Niels Henrik

    2014-01-01

    In the case discussed in this chapter, involving the training of electrician apprentices at a Danish vocational college, many of the apprentices have difficulties understanding how the two modes of learning, i.e. formal learning at the college and the more informal learning through the in......-service training, relate to one another. This chapter is an account of an experiment in designing for net-based vocational learning with the aim of providing a coupling between widely different learning contexts. The actual design process used is based on a recently developed method for user-driven innovation......, the “quadrant model”, involving apprentices, teachers and masters and journeymen from companies as active and equal cocreators of new pedagogical designs. The final outcome has been three designs for networked learning. They facilitate communication between apprentice and apprentice, college and apprentice...

  20. Constructive Synergy in Design Science Research: A Comparative Analysis of Design Science Research and the Constructive Research Approach

    DEFF Research Database (Denmark)

    Piirainen, Kalle; Gonzalez, Rafael A.

    2014-01-01

    Information systems research is focused on creating knowledge which can be applied in organizations. Design science research, which specifically aims at applying existing knowledge to solve interesting and relevant business problems, has been steadily gaining support in information systems research....... However, design science research is not the only design-oriented research framework available. Accordingly, this raises the question of whether there is something to learn between the different approaches. This paper contributes to answering this question by comparing design science research...... with the constructive research approach. The conclusion is that the two approaches are similar and compatible, save for details in practical requirements and partly underlying philosophical assumptions. The main finding that arises from the comparison is, however, that there is a potential problem in claiming knowledge...

  1. Constructive Synergy in Design Science Research: A Comparative Analysis of Design Science Research and the Constructive Research Approach

    DEFF Research Database (Denmark)

    Piirainen, Kalle; Gonzalez, Rafael A.

    2014-01-01

    with the constructive research approach. The conclusion is that the two approaches are similar and compatible, save for details in practical requirements and partly underlying philosophical assumptions. The main finding that arises from the comparison is, however, that there is a potential problem in claiming knowledge......Information systems research is focused on creating knowledge which can be applied in organizations. Design science research, which specifically aims at applying existing knowledge to solve interesting and relevant business problems, has been steadily gaining support in information systems research....... However, design science research is not the only design-oriented research framework available. Accordingly, this raises the question of whether there is something to learn between the different approaches. This paper contributes to answering this question by comparing design science research...

  2. Designing for Learning in Coupled Contexts

    DEFF Research Database (Denmark)

    Gleerup, Janne; Heilesen, Simon; Helms, Niels Henrik

    2014-01-01

    -service training, relate to one another. This chapter is an account of an experiment in designing for net-based vocational learning with the aim of providing a coupling between widely different learning contexts. The actual design process used is based on a recently developed method for user-driven innovation...

  3. Social innovation education: towards a framework for learning design

    OpenAIRE

    Alden Rivers, Bethany; Armellini, Alejandro; Maxwell, Rachel; Allen, Sue; Durkin, Chris

    2015-01-01

    Purpose—This paper proposes a theoretical framework to support the embedding of social innovation education in existing academic programmes.\\ud Design/methodology/approach—By adopting Conole et al.’s (2004) methodological approach to reviewing, mapping and modelling learning theory, this study addresses four research questions: 1) How can social innovation education be defined? 2) Which learning theories best support social innovation education? 3) How do such learning theories relate to exis...

  4. A Concept Transformation Learning Model for Architectural Design Learning Process

    Science.gov (United States)

    Wu, Yun-Wu; Weng, Kuo-Hua; Young, Li-Ming

    2016-01-01

    Generally, in the foundation course of architectural design, much emphasis is placed on teaching of the basic design skills without focusing on teaching students to apply the basic design concepts in their architectural designs or promoting students' own creativity. Therefore, this study aims to propose a concept transformation learning model to…

  5. Application of mixed-methods design in community-engaged research: Lessons learned from an evidence-based intervention for Latinos with chronic illness and minor depression.

    Science.gov (United States)

    Aguado Loi, Claudia X; Alfonso, Moya L; Chan, Isabella; Anderson, Kelsey; Tyson, Dinorah Dina Martinez; Gonzales, Junius; Corvin, Jaime

    2017-08-01

    The purpose of this paper is to share lessons learned from a collaborative, community-informed mixed-methods approach to adapting an evidence-based intervention to meet the needs of Latinos with chronic disease and minor depression and their family members. Mixed-methods informed by community-based participatory research (CBPR) were employed to triangulate multiple stakeholders' perceptions of facilitators and barriers of implementing the adapted intervention in community settings. Community partners provided an insider perspective to overcome methodological challenges. The study's community informed mixed-methods: research approach offered advantages to a single research methodology by expanding or confirming research findings and engaging multiple stakeholders in data collection. This approach also allowed community partners to collaborate with academic partners in key research decisions. Copyright © 2016 Elsevier Ltd. All rights reserved.

  6. Designing mobile learning for children and teenagers living with diabetes

    DEFF Research Database (Denmark)

    Glasemann, Marie

    2016-01-01

    In this dissertation, I conceptualise the design of mobile learning for children and teenagers living with type-1 diabetes. The investigation was conducted as an iterative and participatory design-based process. The insights and implications for design and contextual understanding arise through...... reflective design and by involving the target group. The research examined design participation with a focus on the involvement of youths and an understanding of the youths’ perceptions on using mobile technology for learning about diabetes. Central to the research was a concrete design case divided...... into four studies, where a summer camp for youths with diabetes functioned as site for creating a hybrid “third space” for investigating design participation. Based on my empirical research, which focused specifically on the design of mobile games for youths aged 10 to 16 years addressing the carbohydrate...

  7. Cooperative Learning: Developments in Research

    Science.gov (United States)

    Gillies, Robyn M.

    2014-01-01

    Cooperative learning is widely recognized as a pedagogical practice that promotes socialization and learning among students from kindergarten through to college level and across different subject areas. Cooperative learning involves students working together to achieve common goals or complete group tasks. Interest in cooperative learning has…

  8. Crowdsourcing user and design research

    NARCIS (Netherlands)

    Khan, J.V.; Dhillon, G.S.; Piso, M.C.; Schelle, K.J.; Markopoulos, P.; Martens, J.B.; Malins, J.; Coninx, K.; Liapis, A.

    2016-01-01

    Crowdsourcing can be defined as a task, which is usually performed by an employee, that is given out as an open call to a crowd of users to be completed. Although crowdsourcing has been growing in recent years, its application to design research and education has only scratched the surface of its

  9. PhD Research Proposal: How can effective Self-Directed-Learning be designed in an educational-pedagogic perspective for the Faculty of Education

    NARCIS (Netherlands)

    R. de Jong

    2005-01-01

    The research methodology will be developmental research, defined as ‘The systematic study of designing, developing and evaluating instructional programs, processes and products that must meet the criteria of internal consistency and effectiveness.’ (Richey and Nelson, 1996, p. 1213). Using this kind

  10. Embodied Making and Design Learning - Special Issue from the Learn X Design-conference DRS/CUMULUS, Chicago 2015

    Directory of Open Access Journals (Sweden)

    Marte Sørebø Gulliksen

    2016-06-01

    Full Text Available This issue of FORMakademisk features selected articles developed from papers presented at the symposium Embodied Making and Design Learning at the DRS/CUMULUS-conference LearnXDesign in Chicago, Illinois, June 28–30, 2015. This special issue was developed as an initiative by the symposium conveners. The symposium was developed by researchers from research groups in Norway, Finland and Canada to explore various aspects of embodied making in relation to design learning. The symposium was a full-day event with four sessions, seven paper presentations, a roundtable discussion, a plenary discussion and a workshop. The symposium received positive feedback, attracting many participants and stimulating engaged discussions throughout the conference. This indicates a growing awareness of the topic of embodied making and design learning. This special issue features five articles that together highlight a variety of approaches and examples of current research endeavours in relation to the theme. 

  11. Teaching Parametric Urban Design in a Blended Learning Format

    DEFF Research Database (Denmark)

    Steinø, Nicolai

    2015-01-01

    On the basis of a theoretical discussion of the concept of blended learning, this paper presents the pre- paration, execution and evaluation of a 5 ECTS blended learning course on parametric urban design for a group of some 50 BSc students of architecture and design at Aalborg university...... and curriculum develop- ment, and di culties to nd time for research. Despite the general consensus that developing online/blended learning courses requires both technical support, complex software installations, and substantial preparation time, it is shown that free web ser- vices and low-tech adaptations...... of traditional teaching assets are su cient to get started with blended learning with only little extra e ort. While the pilot blended learning course which provided the insights for this paper has room for impro- vement, it represents a decent rst shot at developing blended learning courses for higher education...

  12. DESIGN COURSE PROGRAM "BLENDED LEARNING"

    Directory of Open Access Journals (Sweden)

    Kukharenko V.

    2017-12-01

    Full Text Available The paper describes the main features of mixed teaching: the tasks of mixed learning, learning models, micro-training, video fragments, the new role of the teacher. To create a distance training course for teachers and university lecturers, an open three-week dialectical distance course was conducted. The peculiarities of the connektivist approach and the high level of the trainees allowed to determine the key components of the course "Mixed training". Tendencies in the development of education in the world, the role of mixed learning, gaming, analyzed SWOT analysis for mixed learning. The problematic issues in the conductivity of remote sensing courses have been clarified. To test the formed hypotheses, a six-week pilot distance course was created, which included the most important sections: the formation of the goal of the class, the model of the inverted class, tools for mixed instruction, the organization of the learning process and the evaluation of learning outcomes. The educational process was conducted for all comers. The course was signed by 218 students, the number of teachers and university teachers was approximately the same. Active listeners were 48, successfully completed the course - 18 listeners. The results of the training and the interviews of the listeners make it possible to create a distance course "Mixed training" for the professional development of teachers and teachers of higher educational institutions.

  13. Research Ethics in Teaching and Learning

    Science.gov (United States)

    Doyle, Elaine; Buckley, Patrick

    2014-01-01

    The evolution of enquiry-based teaching and learning has broadened the range of research carried out by university students. As a result, the boundaries between teaching and learning and academic research are being blurred to a degree not experienced heretofore. This paper examines whether research undertaken as part of course work should fall…

  14. Distributed learning process: principles of design and implementation

    Directory of Open Access Journals (Sweden)

    G. N. Boychenko

    2016-01-01

    Full Text Available At the present stage, broad information and communication technologies (ICT usage in educational practices is one of the leading trends of global education system development. This trend has led to the instructional interaction models transformation. Scientists have developed the theory of distributed cognition (Salomon, G., Hutchins, E., and distributed education and training (Fiore, S. M., Salas, E., Oblinger, D. G., Barone, C. A., Hawkins, B. L.. Educational process is based on two separated in time and space sub-processes of learning and teaching which are aimed at the organization of fl exible interactions between learners, teachers and educational content located in different non-centralized places.The purpose of this design research is to fi nd a solution for the problem of formalizing distributed learning process design and realization that is signifi cant in instructional design. The solution to this problem should take into account specifi cs of distributed interactions between team members, which becomes collective subject of distributed cognition in distributed learning process. This makes it necessary to design roles and functions of the individual team members performing distributed educational activities. Personal educational objectives should be determined by decomposition of team objectives into functional roles of its members with considering personal and learning needs and interests of students.Theoretical and empirical methods used in the study: theoretical analysis of philosophical, psychological, and pedagogical literature on the issue, analysis of international standards in the e-learning domain; exploration on practical usage of distributed learning in academic and corporate sectors; generalization, abstraction, cognitive modelling, ontology engineering methods.Result of the research is methodology for design and implementation of distributed learning process based on the competency approach. Methodology proposed by

  15. Persuasive Design in Teaching and Learning

    DEFF Research Database (Denmark)

    Behringer, Reinhold; Øhrstrøm, Peter

    2013-01-01

    studies, and language learning. At the International Workshop of EuroPLOT Persuasive Technology for Learning, Education and Teaching (IWEPLET 2013), the results of the project were presented, and an overview of related research was given. One of the main conclusions of EuroPLOT has been that the specific......The EuroPLOT project (2010-2013) has developed Persuasive Learning and Technologies (PLOTs) and has evaluated them in four real-world case studies, which cover the widely different teaching scenarios of uni- versity education, adult learning in industry, informal learning at a museum, literature...

  16. Visual Narrative Research Methods as Performance in Industrial Design Education

    Science.gov (United States)

    Campbell, Laurel H.; McDonagh, Deana

    2009-01-01

    This article discusses teaching empathic research methodology as performance. The authors describe their collaboration in an activity to help undergraduate industrial design students learn empathy for others when designing products for use by diverse or underrepresented people. The authors propose that an industrial design curriculum would benefit…

  17. Research on machine learning framework based on random forest algorithm

    Science.gov (United States)

    Ren, Qiong; Cheng, Hui; Han, Hai

    2017-03-01

    With the continuous development of machine learning, industry and academia have released a lot of machine learning frameworks based on distributed computing platform, and have been widely used. However, the existing framework of machine learning is limited by the limitations of machine learning algorithm itself, such as the choice of parameters and the interference of noises, the high using threshold and so on. This paper introduces the research background of machine learning framework, and combined with the commonly used random forest algorithm in machine learning classification algorithm, puts forward the research objectives and content, proposes an improved adaptive random forest algorithm (referred to as ARF), and on the basis of ARF, designs and implements the machine learning framework.

  18. Students Negotiating and Designing Their Collaborative Learning Norms: A Group Developmental Perspective in Learning Communities

    Science.gov (United States)

    Hod, Yotam; Ben-Zvi, Dani

    2015-01-01

    This research shows how participants in classroom learning communities (LCs) come to take responsibility over designing their collaborative learning norms. Taking a micro-developmental perspective within a graduate-level course, we examined fine-grained changes in group discourse during a period of rapid change where this responsibility taking…

  19. Effectiveness of design-based learning in engineering education

    NARCIS (Netherlands)

    Gomez Puente, S.M.; Eijck, van M.W.; Jochems, W.M.G.

    2011-01-01

    Design-based learning (DBL) has been introduced as an educational concept at Eindhoven University of Technology (TU/e) in 1997, in which students work co-operatively and actively on multidisciplinary design tasks (Wijnen, 2000). Theoretically DBL is not well underpinned. It has been researched

  20. Design of a Networked Learning Master Environment for Professionals

    DEFF Research Database (Denmark)

    Dirckinck-Holmfeld, Lone

    2010-01-01

    The paper is presenting the overall learning design of MIL (Master in ICT and Learning). The learning design is integrating a number of principles: 1. Principles of problem and project based learning 2. Networked learning / learning in communities of practice. The paper will discuss how these pri......The paper is presenting the overall learning design of MIL (Master in ICT and Learning). The learning design is integrating a number of principles: 1. Principles of problem and project based learning 2. Networked learning / learning in communities of practice. The paper will discuss how...

  1. Research on Mobile Learning Activities Applying Tablets

    Science.gov (United States)

    Kurilovas, Eugenijus; Juskeviciene, Anita; Bireniene, Virginija

    2015-01-01

    The paper aims to present current research on mobile learning activities in Lithuania while implementing flagship EU-funded CCL project on application of tablet computers in education. In the paper, the quality of modern mobile learning activities based on learning personalisation, problem solving, collaboration, and flipped class methods is…

  2. Researching transformative learning spaces through learners' stories

    DEFF Research Database (Denmark)

    Maslo, Elina

    spaces, learning to learn through languages, learners´ stories, qualitative research method Methodology or Methods/Research Instruments or Sources Used A number of semi structured qualitative interviews have been conducted with three learners of Danish as second language. The language learners...... in the paper is on the research process and methodological tools. The goal of this paper is to show, that learners´ stories have a huge potential in researching learning processes. References Benson, P. & D. Nunan (2004). Lerners´ stories. Difference and Diversity in Language Learning. Cambridge University...... to use learners´ stories as a research methodology in the field of learning in general and language learning in particular....

  3. Creating by Reusing Learning Design Solutions

    NARCIS (Netherlands)

    Hernández-Leo, Davinia; Harrer, Andreas; Dodero, Juan Manuel; Asensio-Pérez, Juan; Burgos, Daniel

    2006-01-01

    Hernández-Leo, D., Harrer, A., Dodero, J. M., Asension-Pérez, J. I., & Burgos, D. (2006). Creating by reusing Learning Design solutions. Proceedings of 8th Simposo Internacional de Informática Educativa, León, Spain: IEEE Technical Committee on Learning Technology. Retrieved October 3rd, 2006, from

  4. IMS Learning Design Frequently Asked Questions

    NARCIS (Netherlands)

    Tattersall, Colin; Manderveld, Jocelyn; Hummel, Hans; Sloep, Peter; Koper, Rob; De Vries, Fred

    2004-01-01

    This list of frequently asked questions was composed on the basis of questions asked of the Educational Technology Expertise Centrum. The questions addessed are: Where can I find the IMS Learning Design Specification? What is meant by the phrase “Learning Design”? What is the IMS LD Specification

  5. The Development Of Learning Sets And Research Methodology Module Using Problem Based Learning For Accounting Education Students

    OpenAIRE

    Thomas, Partono; Nurkhin, Ahmad

    2016-01-01

    Improving the learning process is very important for every lecturer by implement innovative learning methods or media. The purpose of this study is to develop a research methodology learning instruction and module based of problem based learning for accounting education students. This research applied research and development design in the research methodology course in Economics Education (Accounting) Department, Faculty Of Economics, Semarang State University. Data analysis was used to test...

  6. Science Teacher Efficacy and Extrinsic Factors toward Professional Development Using Video Games in a Design-Based Research Model: The Next Generation of STEM Learning

    Science.gov (United States)

    Annetta, Leonard A.; Frazier, Wendy M.; Folta, Elizabeth; Holmes, Shawn; Lamb, Richard; Cheng, Meng-Tzu

    2013-01-01

    Designed-based research principles guided the study of 51 secondary-science teachers in the second year of a 3-year professional development project. The project entailed the creation of student-centered, inquiry-based, science, video games. A professional development model appropriate for infusing innovative technologies into standards-based…

  7. Implementing Quality Criteria in Designing and Conducting a Sequential Quan [right arrow] Qual Mixed Methods Study of Student Engagement with Learning Applied Research Methods Online

    Science.gov (United States)

    Ivankova, Nataliya V.

    2014-01-01

    In spite of recent methodological developments related to quality assurance in mixed methods research, practical examples of how to implement quality criteria in designing and conducting sequential QUAN [right arrow] QUAL mixed methods studies to ensure the process is systematic and rigorous remain scarce. This article discusses a three-step…

  8. Teacher Design Knowledge for Technology Enhanced Learning

    NARCIS (Netherlands)

    McKenney, Susan

    2014-01-01

    This presentation shares a framework for investigating the knowledge teachers need to be able to design technology-enhanced learning. Specific activities are undertaken to consider elements within the framework

  9. Designing Online Instruction for Postsecondary Students with Learning Disabilities

    Science.gov (United States)

    Simoncelli, Andrew; Hinson, Janice

    2010-01-01

    This research details the methodologies that could be used to better deliver online course content to students with learning disabilities. Research has shown how the design of the course affects the students' attitudes and performance. This article details the methodology and pedagogical side of the delivery including instructional methods that…

  10. The Use of Engineering Design Concept for Computer Programming Course: A Model of Blended Learning Environment

    Science.gov (United States)

    Tritrakan, Kasame; Kidrakarn, Pachoen; Asanok, Manit

    2016-01-01

    The aim of this research is to develop a learning model which blends factors from learning environment and engineering design concept for learning in computer programming course. The usage of the model was also analyzed. This study presents the design, implementation, and evaluation of the model. The research methodology is divided into three…

  11. A Study of Trial and Error Learning in Technology, Engineering, and Design Education

    Science.gov (United States)

    Franzen, Marissa Marie Sloan

    2016-01-01

    The purpose of this research study was to determine if trial and error learning was an effective, practical, and efficient learning method for Technology, Engineering, and Design Education students at the post-secondary level. A mixed methods explanatory research design was used to measure the viability of the learning source. The study sample was…

  12. Designing for Learning in Coupled Contexts

    DEFF Research Database (Denmark)

    Heilesen, Simon; Mogensen, Kevin; Gleerup, Janne

    2012-01-01

    Vocational training curricula are often designed as a progression of alternating periods of attending school and working as an apprentice in a company. In the case discussed in this paper, involving the training of electrician apprentices at a Danish vocational school, many of the apprentices...... (pupils) have difficulties understanding how the two modes of learning, i.e. formal learning by means of instruction and informal learning through apprenticeship, relate to one another and add up to a meaningful whole. This paper is an account of an experiment in designing for net-based vocational...

  13. Designing the Microbial Research Commons

    Energy Technology Data Exchange (ETDEWEB)

    Uhlir, Paul F. [Board on Research Data and Information Policy and Global Affairs, Washington, DC (United States)

    2011-10-01

    Recent decades have witnessed an ever-increasing range and volume of digital data. All elements of the pillars of science--whether observation, experiment, or theory and modeling--are being transformed by the continuous cycle of generation, dissemination, and use of factual information. This is even more so in terms of the re-using and re-purposing of digital scientific data beyond the original intent of the data collectors, often with dramatic results. We all know about the potential benefits and impacts of digital data, but we are also aware of the barriers, the challenges in maximizing the access, and use of such data. There is thus a need to think about how a data infrastructure can enhance capabilities for finding, using, and integrating information to accelerate discovery and innovation. How can we best implement an accessible, interoperable digital environment so that the data can be repeatedly used by a wide variety of users in different settings and with different applications? With this objective: to use the microbial communities and microbial data, literature, and the research materials themselves as a test case, the Board on Research Data and Information held an International Symposium on Designing the Microbial Research Commons at the National Academy of Sciences in Washington, DC on 8-9 October 2009. The symposium addressed topics such as models to lower the transaction costs and support access to and use of microbiological materials and digital resources from the perspective of publicly funded research, public-private interactions, and developing country concerns. The overall goal of the symposium was to stimulate more research and implementation of improved legal and institutional models for publicly funded research in microbiology.

  14. Learning paradigms in workplace e-learning research

    Directory of Open Access Journals (Sweden)

    Isabella Norén Creutz

    2014-09-01

    Full Text Available The objective of this paper is to explore the discourses of learning that are actualized in workplace e-learning. It aims to understand how learning is defined in research within this field. The empirical material consists of academic research articles on e-learning in the workplace, published from 2000 to 2013. The findings are presented as four metaphors highlighting four overlapping time periods with different truth regimes: Celebration, Questioning, Reflection and Dissolution. It is found that learning as a phenomenon tends to be marginalized in relation to the digital technology used. Based on this, we discuss a proposal for a more critical and problematized approach to e-learning, and a deeper understanding of the challenges and opportunities for employees and organizations to acquire knowledge in the digital age.

  15. Research Through Design & Research Through Education

    NARCIS (Netherlands)

    Eggink, Wouter; Mulder-Nijkamp, Maaike; Bohemia, Erik; Kovacevic, Ahmed; Buck, Lyndon; Tollestrup, Christian; Eriksen, Kaare; Ovesen, Nis

    2016-01-01

    The very definition of a university is a place where research and education are intertwined. When there is no research, a university will look like a place for vocational training, and when there are no students to teach, the university is no more than a research institution. This convention of

  16. Designing for expansive science learning and identification across settings

    Science.gov (United States)

    Stromholt, Shelley; Bell, Philip

    2017-10-01

    In this study, we present a case for designing expansive science learning environments in relation to neoliberal instantiations of standards-based implementation projects in education. Using ethnographic and design-based research methods, we examine how the design of coordinated learning across settings can engage youth from non-dominant communities in scientific and engineering practices, resulting in learning experiences that are more relevant to youth and their communities. Analyses highlight: (a) transformative moments of identification for one fifth-grade student across school and non-school settings; (b) the disruption of societal, racial stereotypes on the capabilities of and expectations for marginalized youth; and (c) how youth recognized themselves as members of their community and agents of social change by engaging in personally consequential science investigations and learning.

  17. Knowledge of results and learning to tell the time in an adult male with an intellectual disability: a single-subject research design.

    Science.gov (United States)

    Applegate, Samantha L; Rice, Martin S; Stein, Franklin; Maitra, Kinsuk K

    2008-01-01

    The present study investigated whether knowledge of results, in the form of visual and audible feedback, would increase the accuracy of time-telling in an individual with an intellectual disability. A 19-year-old male with mild intellectual disability participated in this A1-B1-A2-B2 single-subject study design. The task involved correctly identifying the time given on a computer. Data, based on the Wilcoxon signed-rank test, showed that the participant demonstrated a greater number of correct responses during the intervention phases. Incorporating knowledge of results into a learning strategy for this individual with intellectual disability resulted in an increased ability to accurately identify the correct time on an analogue clock. There is a need to replicate the study design to increase the external validity and generalization of results. The strategies described in the present study may also be useful for occupational therapists who teach individuals with intellectual disability to gain skills in their everyday activities of daily living (ADLs). (c) 2007 John Wiley & Sons, Ltd.

  18. Metadata and Ontologies in Learning Resources Design

    Science.gov (United States)

    Vidal C., Christian; Segura Navarrete, Alejandra; Menéndez D., Víctor; Zapata Gonzalez, Alfredo; Prieto M., Manuel

    Resource design and development requires knowledge about educational goals, instructional context and information about learner's characteristics among other. An important information source about this knowledge are metadata. However, metadata by themselves do not foresee all necessary information related to resource design. Here we argue the need to use different data and knowledge models to improve understanding the complex processes related to e-learning resources and their management. This paper presents the use of semantic web technologies, as ontologies, supporting the search and selection of resources used in design. Classification is done, based on instructional criteria derived from a knowledge acquisition process, using information provided by IEEE-LOM metadata standard. The knowledge obtained is represented in an ontology using OWL and SWRL. In this work we give evidence of the implementation of a Learning Object Classifier based on ontology. We demonstrate that the use of ontologies can support the design activities in e-learning.

  19. Ethics in Research on Learning: Dialectics of Praxis and Praxeology

    Directory of Open Access Journals (Sweden)

    SungWon Hwang

    2005-01-01

    Full Text Available Qualitative social research designed to develop ways of understanding and explaining lived experience of human beings is a reflexive human endeavor. It is reflexive in that as researchers attempt to better understand their participants, they also come to better understand themselves. Consequently, research ethics itself becomes an ethical project, for it pertains to participant and researcher at the same time: Both are subjects, knower and known. Particularly in case of research on learning, reflexivity arises from the fact that the research itself constitutes learning about learning. How is ethics in research on learning reflexive of, in its praxis and praxeology, ongoing events and changes of the human learning? In this study, from our experience of conducting a project designed to inquire into "learning in unfamiliar environments," we develop pertinent ethical issues through a dialectical process—not unlike that used by G.W.F. HEGEL in Phenomenology of Spirit—grounded in our lived experience and developed in three theoretical claims concerning a praxeology of ethics. First, ethics is an ongoing historical event; second, ethics is based on the communicative praxis of material bodies; and third, ethics involves the creation of new communicative configurations. We conclude that ethics is grounded in a fundamental answerability of human beings for their actions, which requires communicative action that itself is a dialectical process in opening up possibilities for acting in an answerable manner. URN: urn:nbn:de:0114-fqs0501198

  20. Is Engineering Design Disappearing from Design Research?

    DEFF Research Database (Denmark)

    Andreasen, Mogens Myrup; Howard, Thomas J.

    2011-01-01

    Most systems and products need to be engineered during their design, based upon scientific insight into principles, mechanisms, materials and production pos-sibilities, leading to reliability, durability and value for the user. Despite the central importance and design’s crucial dependency...

  1. Design of Learning Objects for Concept Learning: Effects of Multimedia Learning Principles and an Instructional Approach

    Science.gov (United States)

    Chiu, Thomas K. F.; Churchill, Daniel

    2016-01-01

    Literature suggests using multimedia learning principles in the design of instructional material. However, these principles may not be sufficient for the design of learning objects for concept learning in mathematics. This paper reports on an experimental study that investigated the effects of an instructional approach, which includes two teaching…

  2. Context-Adaptive Learning Designs by Using Semantic Web Services

    Science.gov (United States)

    Dietze, Stefan; Gugliotta, Alessio; Domingue, John

    2007-01-01

    IMS Learning Design (IMS-LD) is a promising technology aimed at supporting learning processes. IMS-LD packages contain the learning process metadata as well as the learning resources. However, the allocation of resources--whether data or services--within the learning design is done manually at design-time on the basis of the subjective appraisals…

  3. Agroecology Education: Action-Oriented Learning and Research

    Science.gov (United States)

    Lieblein, Geir; Breland, Tor Arvid; Francis, Charles; Ostergaard, Edvin

    2012-01-01

    Purpose: This article examines and evaluates the potential contributions from action learning and action research with stakeholders to higher education in agriculture and food systems. Design/Methodology/Approach: The research is based on our experiences over the past two decades of running PhD courses and an MSc degree programme in Agroecology in…

  4. Review of the status of learning in research on sport education: future research and practice.

    Science.gov (United States)

    Araújo, Rui; Mesquita, Isabel; Hastie, Peter A

    2014-12-01

    Research concerning Sport Education's educational impact has shown unequivocal results according to students' personal and social development. Nevertheless, research is still sparse with respect to the model's impact on student learning outcomes. The goal of the present review is to therefore scrutinize what is currently known regarding students' learning during their participation in Sport Education. This research spans a variety of studies, cross various countries, school grades, the sports studied, as well as the methods applied and dimensions of student learning analyzed. While research on the impact of Sport Education on students' learning, as well as teachers' and students' perceptions about student learning has shown students' improvements during the participation in Sport Education seasons, there is still considerable variance in these results. For example, some studies report superior learning opportunities to boys and higher skill-level students while other studies have identified superior learning opportunities for girls and lower skill-level students. These inconsistent results can be explained by factors not considered in the Sport Education research, such as the effect of time on students' learning and the control of the teaching-learning process within Sport Education units. In this review directions for future research and practice are also described. Future research should define, implement, and evaluate protocols for student-coaches' preparation in order to understand the influence of this issue on students' learning as well as consider the implementation of hybrid approaches. Moreover, future studies should consider the interaction of gender and skill level and a retention test in the analysis of students' learning improvements in order to obtain a more realist and complete portrait of the impact of Sport Education. Finally, in order to reach an entirely understanding of the teaching-learning process, it is necessary to use research designs that

  5. Review of the Status of Learning in Research on Sport Education: Future Research and Practice

    Science.gov (United States)

    Araújo, Rui; Mesquita, Isabel; Hastie, Peter A.

    2014-01-01

    use research designs that attend to the complexity of this process. Key Points Despite research regarding has showed students’ improvements during the participation in Sport Education seasons, it remains somewhat equivocal. The studies included in this review show students’ improvements on skill, knowledge and tactical development, as we as game play, during the participation in Sport Education units. Some studies report superior learning opportunities to boys and higher skill-level students while other studies exposed superior learning opportunities to girls and lower skill-level students. The effect of time on students’ learning and the control of the teaching-learning process within Sport Education units can explain these equivocal results. Future research is encouraged to consider the implementation of protocols for student-coaches’ preparation, hybrid models, a retention test, the interaction of gender and skill level, and use research designs that attend to the complexity of the teaching-learning process. PMID:25435778

  6. Designing for Game-Based Learning: The Effective Integration of Technology to Support Learning

    Science.gov (United States)

    Alaswad, Zina; Nadolny, Larysa

    2015-01-01

    The use of games and game structures in educational contexts is growing in popularity. An increasing number of technologies have been developed to meet the needs of designing a course as a game. This article discussed the design process in game-based learning and reviewed the research on structuring a course with a focus on feedback, goals, and…

  7. Appropriate teaching and learning strategies for the architectural design process in pedagogic design studios

    Directory of Open Access Journals (Sweden)

    Ashraf M. Soliman

    2017-06-01

    Full Text Available The national qualification framework of a country requires a certain level of knowledge and complexity of skills for an academic degree to be recognized. For architectural programs, student workload is heavy on design courses. Therefore, each course must be carefully developed to ensure that students are not overloaded. Teaching and learning strategies have different implications for courses, which occasionally result in overloading the students. This research aims to study the three main pillars of teaching and learning strategies for each design phase in pedagogic design studios. The most appropriate model for each teaching and learning strategy, including a set of the three main pillars, is then identified for each design phase. A practical strategy for managing design studios is also determined. The aforementioned three pillars are as follows: teaching and learning methods, assigned tasks or study aspects, and design communication techniques. Two research methods, namely, a literature review and a survey among design educators, are adopted. The literature review examines aspects that contribute to the design process and its phases, teaching methods, design skills, communication methods, and studio management strategies. On the basis of the literature review, the background of developments and practices in the design education process are used as constructive tools to develop the survey for design educators. Through the survey, the pillars of teaching and learning strategies that are frequently practiced in design studios are evaluated. Results of this study are classified into three ranks using the nature break classification method for numerical values. Subsequently, three priority models that correspond to teaching and learning strategies, as well as to the required skills and capabilities, are established. A group-based strategy with an interdisciplinary approach is also determined to be the most suitable technique for managing the

  8. Participant Observation, Anthropology Methodology and Design Anthropology Research Inquiry

    Science.gov (United States)

    Gunn, Wendy; Løgstrup, Louise B.

    2014-01-01

    Within the design studio, and across multiple field sites, the authors compare involvement of research tools and materials during collaborative processes of designing. Their aim is to trace temporal dimensions (shifts/ movements) of where and when learning takes place along different sites of practice. They do so by combining participant…

  9. Concussion Awareness Education: A Design and Development Research Study

    Science.gov (United States)

    Pilbeam, Renee M.

    2016-01-01

    This research study looks at the design and development of an online concussion awareness education module. The Keep Your Head in the Game: Concussion Awareness Training for High School Athletes, or Brainbook, is a stand-alone e-learning module designed to run for fifty minutes and to be highly interactive using short video clips with associated…

  10. Creating meaningful learning experiences: Understanding students' perspectives of engineering design

    Science.gov (United States)

    Aleong, Richard James Chung Mun

    There is a societal need for design education to prepare holistic engineers with the knowledge, skills, and attitudes to innovate and compete globally. Design skills are paramount to the espoused values of higher education, as institutions of higher learning strive to develop in students the cognitive abilities of critical thinking, problem solving, and creativity. To meet these interests from industry and academia, it is important to advance the teaching and learning of engineering design. This research aims to understand how engineering students learn and think about design, as a way for engineering educators to optimize instructional practice and curriculum development. Qualitative research methodology was used to investigate the meaning that engineering students' ascribe to engineering design. The recruitment of participants and corresponding collection of data occurred in two phases using two different data collection techniques. The first phase involved the distribution of a one-time online questionnaire to all first year, third year, and fourth year undergraduate engineering students at three Canadian Universities. After the questionnaire, students were asked if they would be willing to participate in the second phase of data collection consisting of a personal interview. A total of ten students participated in interviews. Qualitative data analysis procedures were conducted on students' responses from the questionnaire and interviews. The data analysis process consisted of two phases: a descriptive phase to code and categorize the data, followed by an interpretative phase to generate further meaning and relationships. The research findings present a conceptual understanding of students' descriptions about engineering design, structured within two educational orientations: a learning studies orientation and a curriculum studies orientation. The learning studies orientation captured three themes of students' understanding of engineering design: awareness

  11. Students as Learning Designers in Innovation Education

    DEFF Research Database (Denmark)

    Magnussen, Rikke; Sørensen, Birgitte Holm

    2014-01-01

    This paper, which concerns criteria for developing technology-enhanced innovation education, discusses how teacher and student relationships change in these learning spaces. The case study in this paper involves a school in Denmark where teachers and students, aged 6-14, were involved in developing...... and testing new forms of technology-enhanced innovation education as part of the establishment of an EduTechLab at the school. Established in new facilities at the school, the lab contained learning technologies such as Nao robots, sensor kits, and 3D visualisation and printing facilities. The goal of the Edu......TechLab project was to establish a creative learning environment for students and teachers that would support innovative practice with new forms of learning technology. Part of this goal was to involve students in innovative design processes in order for them to experiment with their own design solutions to case...

  12. Linking theory to practice in learning technology research

    OpenAIRE

    Cathy Gunn; Caroline Steel

    2012-01-01

    We present a case to reposition theory so that it plays a pivotal role in learning technology research and helps to build an ecology of learning. To support the case, we present a critique of current practice based on a review of articles published in two leading international journals from 2005 to 2010. Our study reveals that theory features only incidentally or not at all in many cases. We propose theory development as a unifying theme for learning technology research study design and repor...

  13. Research by Design, Demarcation and Recoginition

    NARCIS (Netherlands)

    Doevendans, C.H.; Sap, H.A.; Langenhuizen, Anja; Ouwerkerk, Marieke van; Rosemann, Jurgen

    2001-01-01

    There is a strong tendency to see designing as a form of research; research by design. On the other hand it is stated that the urban design discipline has ceased to exist or does not develop anymore. Is this correct and can 'research by design' change this situation? These are the questions of

  14. Research by design - a research strategy

    DEFF Research Database (Denmark)

    Hauberg, Jørgen

    2011-01-01

    Abstract 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....... Research is ‘coloured’ by traditions and professions, and research in architecture should be coloured too, taking in consideration that the practise of architects stretch from natural science and sociology to art, and because the most important way in which the architect achieves new cognition is through...... 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 - on the other hand they have different practices, using different methods...

  15. Research by Design - a research strategy

    DEFF Research Database (Denmark)

    Hauberg, Jørgen

    2011-01-01

    Abstract 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...... 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...... 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...

  16. Research design models: a new category

    International Nuclear Information System (INIS)

    Burgeson, D.A.

    1983-01-01

    This paper discusses the concept of a research design model and how it differs from an engineering design model. Essentially, the research design model draws on the methods, materials and processes of engineering design models but more emphasis is placed on conceptualization in 3-D. Typically, equipment and processes in research are unique. Often, there are competing concepts from which to decide. The approach which is evolving at Sandia National Laboratories mixes preliminary, engineering and research design on the same model

  17. Blended e-learning Design: Discussion of Cultural Issues

    OpenAIRE

    Ahmed A Al-Hunaiyyan; Salah AL-Sharhan; Nabeel Al-Huwail

    2008-01-01

    Blended e-learning is becoming an educational issue especially with the new development of e-learning technology and globalization. Educators as the question: can we design these systems to accommodate different cultural groups and various learning strategies. This paper addresses some design issues when selecting a blended e-learning approach; it discusses some cultural elements that affect the design of blended e-learning. The paper also explores issues related to learning design, then emph...

  18. Evaluation of iTunes University Courses through Instructional Design Strategies and m-Learning Framework

    Science.gov (United States)

    Tseng, Hung Wei; Tang, Yingqi; Morris, Betty

    2016-01-01

    As mobile learning technology promotes learning accessibility and flexibility, students benefit from social interactivity and connective learning process which will also foster students' performance and satisfaction on learning content. The primary purpose of this research was to evaluate iTunes U courses based on instructional design strategies…

  19. Experience Effect in E-Learning Research

    Science.gov (United States)

    Wu, Bing; Xu, WenXia; Ge, Jun

    This study is a productivity review on the literature gleaned from SSCI, SCIE databases concerning experience in E-Learning research. The result indicates that the number of literature productions on experience effect in ELearning research is still growing from 2005. The main research development country is Croatia, and from the analysis of the publication year, the number of papers is increasing to the peaking in 2010. And the main source title is British Journal of Educational Technology. In addition the subject area concentrated on Education & Educational Research. Moreover the research focuses on are mainly survey research and empirical research, in order to explore experience effect in E-Learning research. Also the limitations and future research of these research were discussed, so that the direction for further research work can be exploited

  20. Service Learning: Applications and Research in Business

    Science.gov (United States)

    Andrews, Christine P.

    2007-01-01

    Researchers have described "service learning" as an ideal way to integrate experiential education into coursework while meeting community needs and imbuing students with civic responsibility. They have advocated service learning in business as a method to implement course concepts and increase student understanding of the external environment. In…

  1. Social learning research in ecological economics

    NARCIS (Netherlands)

    Siebenhüner, Bernd; Rodela, Romina; Ecker, Franz

    2016-01-01

    Social learning studies emerged as part of the ecological economics research agenda rather recently. Questions of how human societies and organisations learn and transition on the basis of environmental knowledge relate to the core ideas of ecological economics with its pluralistic understanding

  2. Researching Learning Difficulties: A Guide for Practitioners

    Science.gov (United States)

    Porter, Jill; Lacey, Penny

    2005-01-01

    The aim of this book is to provide a source for teachers and other professionals working with children and adults with learning difficulties and disabilities that will enable them to: (1) access selected recent and relevant research in the field of learning difficulties, drawn from a range of disciplines and groups of people; (2) reflect on…

  3. Improving the Design of a Learning Game through Intrinsic Integration and Playtesting

    Science.gov (United States)

    Denham, André R.

    2016-01-01

    Designing and developing games for learning is a difficult endeavor. Educational game designers must not only make an engaging and motivating game, but must also ensure that learning takes place as a result of gameplay. Educational researchers have sought to define design principles in order to lessen the difficulty involved with game design. In…

  4. Reflections on Design-Based Research

    DEFF Research Database (Denmark)

    Ørngreen, Rikke

    2015-01-01

    Design-Based Research is an intervention method that researches educational design (products or processes) in real-life settings with the dual purpose of generating theories about the domain and develop the design iteratively. This paper is an integrative review with a personal ethnographic...... narrative that draws on Design-Based Research literature, and identifies and discusses elements from Interaction Design and Action Research that the Design-Based Research approach could apply, situating the research in online educational projects, where participants are distributed in time and space...

  5. Using Learning Analytics to Understand the Design of an Intelligent Language Tutor – Chatbot Lucy

    OpenAIRE

    Yi Fei Wang; Stephen Petrina

    2013-01-01

    the goal of this article is to explore how learning analytics can be used to predict and advise the design of an intelligent language tutor, chatbot Lucy. With its focus on using student-produced data to understand the design of Lucy to assist English language learning, this research can be a valuable component for language-learning designers to improve second language acquisition. In this article, we present students’ learning journey and data trails, the chatting log architecture and result...

  6. Interactivity, Game Creation, Design, Learning, and Innovation

    DEFF Research Database (Denmark)

    This book constitutes the proceedings of two conferences: The 5th International Conference on ArtsIT, Interactivity and Game Creation (ArtsIT 2016) and the First International Conference on Design, Learning and Innovation (DLI 2016). ArtsIT is reflecting trends in the expanding field of digital art......, interactive art, and how game creation is considered an art form. The decision was made to augment the title of ArtsIT to be in future known as “The International Conference on Interactivity, Game Creation, Design, Learning, and Innovation”. The event was hosted in Esbjerg, Denmark in May 2016 and attracted...

  7. Innovative design with learning reflexiveness for developing the Hamiltonian circuit learning games

    Directory of Open Access Journals (Sweden)

    Meng-Chien Yang

    2018-02-01

    Full Text Available In this study, we use a new proposed framework to develop the Hamiltonian circuit learning games for college students. The framework is for enhancing learners’ activities with learning reflexiveness. The design of these games is based on this framework to achieve the targeted learning outcomes. In recent years, the game-based learning is a very popular research topic. The Hamiltonian circuit is an important concepts for learning many computer science and electric engineering topics, such as IC design routing algorithm. The developed games use guiding rules to enable students to learn the Hamiltonian circuit in complicate graph problem. After the game, the learners are given a reviewing test which using the animation film for explaining the knowledge. This design concept is different from the previous studies. Through this new design, the outcome gets the better learning results under the effect of reflection. The students will have a deeper impression on the subject, and through self-learning and active thinking, in the game will have a deeper experience.

  8. Applying a learning design methodology in the flipped classroom approach – empowering teachers to reflect and design for learning

    Directory of Open Access Journals (Sweden)

    Evangelia Triantafyllou

    2016-05-01

    Full Text Available One of the recent developments in teaching that heavily relies on current technology is the “flipped classroom” approach. In a flipped classroom the traditional lecture and homework sessions are inverted. Students are provided with online material in order to gain necessary knowledge before class, while class time is devoted to clarifications and application of this knowledge. The hypothesis is that there could be deep and creative discussions when teacher and students physically meet. This paper discusses how the learning design methodology can be applied to represent, share and guide educators through flipped classroom designs. In order to discuss the opportunities arising by this approach, the different components of the Learning Design – Conceptual Map (LD-CM are presented and examined in the context of the flipped classroom. It is shown that viewing the flipped classroom through the lens of learning design can promote the use of theories and methods to evaluate its effect on the achievement of learning objectives, and that it may draw attention to the employment of methods to gather learner responses. Moreover, a learning design approach can enforce the detailed description of activities, tools and resources used in specific flipped classroom models, and it can make educators more aware of the decisions that have to be taken and people who have to be involved when designing a flipped classroom. By using the LD-CM, this paper also draws attention to the importance of characteristics and values of different stakeholders (i.e. institutions, educators, learners, and external agents, which influence the design and success of flipped classrooms. Moreover, it looks at the teaching cycle from a flipped instruction model perspective and adjusts it to cater for the reflection loops educators are involved when designing, implementing and re-designing a flipped classroom. Finally, it highlights the effect of learning design on the guidance

  9. A Model for Designing Library Instruction for Distance Learning

    Science.gov (United States)

    Rand, Angela Doucet

    2013-01-01

    Providing library instruction in distance learning environments presents a unique set of challenges for instructional librarians. Innovations in computer-mediated communication and advances in cognitive science research provide the opportunity for designing library instruction that meets a variety of student information seeking needs. Using a…

  10. Ambient Displays and Game Design Patterns for Social Learning

    NARCIS (Netherlands)

    Kelle, Sebastian; Börner, Dirk; Kalz, Marco; Specht, Marcus; Glahn, Christian

    2011-01-01

    Kelle, S., Börner, D., Kalz, M., Specht, M., & Glahn, C. (2010). Ambient Displays and Game Design Patterns for Social Learning. In B. Chang, T. Hirashima, & H. Ogata (Eds.), Joint Proceedings of the Work-in-Progress Poster and Invited Young Researcher Symposium for the 18th International Conference

  11. Teacher design knowledge for technology enhanced learning: a framework for investigating assets and needs

    NARCIS (Netherlands)

    McKenney, Susan; Kali, Y.; Mauiskaite, L.; Voogt, Joke

    2014-01-01

    Design of (technology-enhanced) learning activities and materials is one fruitful process through which teachers learn and become professionals. To facilitate this process, research is needed to understand how teachers learn through design, how this process may be supported, and how teacher

  12. Effective visual design and communication practices for research posters: Exemplars based on the theory and practice of multimedia learning and rhetoric.

    Science.gov (United States)

    Pedwell, Rhianna K; Hardy, James A; Rowland, Susan L

    2017-05-01

    Evidence shows that science graduates often do not have the communication skills they need to meet workplace standards and expectations. One common mode of science communication is the poster. In a review of the literature we show that poster design is historically problematic, and that the guidance provided to students as they create posters for assessment is frequently inconsistent. To address this inconsistency we provide some guiding design principles for posters that are grounded in communication theory and the fundamentals of rhetoric. We also present three nondiscipline-specific example posters with accompanying notes that explain why the posters are examples of poor, average, and excellent poster design. The subject matter for the posters is a fabricated set of experiments on a topic that could not actually be the subject of research. Instructors may use these resources with their students, secure in the knowledge that they do not and will never represent an answer set to an extant assessment item. © 2016 by The International Union of Biochemistry and Molecular Biology, 45(3):249-261, 2017. © 2016 The International Union of Biochemistry and Molecular Biology.

  13. Designing e-learning solutions with a client centred approach

    DEFF Research Database (Denmark)

    Ørngreen, Rikke; Nielsen, Janni; Levinsen, Karin

    2008-01-01

      This paper claims that the strategies applied in designing e-learning solutions tend to focus on how to proceed after the precondition, e.g., learners requirements, pedagogical choice, etc., have been decided upon. Investigating the HCI research field, we find that the methodological approaches...... as the organisation that has initiated the e-learning project and needs to manage the e-learning system after its development. Through the Client Centred Design and in close collaboration with the client, three strategic issues are uncovered and strategic models are presented for each. These models are complementary...... perspectives in a Client Centred framework that is useable as the starting point for others in developing large scale e-learning projects....

  14. DESIGNING MOTIVATIONAL LEARNING SYSTEMS IN DISTANCE EDUCATION

    Directory of Open Access Journals (Sweden)

    Jale BALABAN-SALI

    2008-07-01

    Full Text Available ABSTRACT The designing of instruction, when considered as a process, is the determination of instructional requirements of the learner and development of functional learning systems in order to meet these requirements. In fact, as a consequence of studies on the development of effective learning systems some instructional design theories have emerged. Among these theories the motivational design theory points out that instructional processes are required to be configured with the strategies which increases the attention, relevance, confidence and satisfaction of the students for an instructional design which ensures the continuity of learning motivation. The studies indicate that the systems which are developed on the basis of mentioned strategies raise the attention of the student during instruction, develop a relevance to the students’ requirements, create a positive expectation for success and help having a satisfaction by reinforcing success. In this article, the empirical studies related with this subject and the suggestions for presenting more effective motivational instructional designs in distance learning are summarized.

  15. Innovation Research in E-Learning

    Science.gov (United States)

    Wu, Bing; Xu, WenXia; Ge, Jun

    This study is a productivity review on the literature gleaned from SSCI, SCIE databases concerning innovation research in E-Learning. The result indicates that the number of literature productions on innovation research in ELearning is still growing from 2005. The main research development country is England, and from the analysis of the publication year, the number of papers is increasing peaking in 25% of the total in 2010. Meanwhile the main source title is British Journal of Educational Technology. In addition the subject area concentrated on Education & Educational Research, Computer Science, Interdisciplinary Applications and Computer Science, Software Engineering. Moreover the research focuses on are mainly conceptual research and empirical research, which were used to explore E-Learning in respective of innovation diffusion theory, also the limitations and future research of these research were discussed for further research.

  16. Mobile learning research: caught between two paradigms

    NARCIS (Netherlands)

    Sandberg, J.; Maris, M.; Arnedillo Sánchez, I.; Isaías, P.

    2011-01-01

    A review of mobile learning research shows that studies take various research approaches and apply a varied number of research methods, ranging from primarily quantitative and experimental to purely qualitative and descriptive. This paper presents a classification framework to position mobile

  17. Advancing Research on Undergraduate Science Learning

    Science.gov (United States)

    Singer, Susan Rundell

    2013-01-01

    This special issue of "Journal of Research in Science Teaching" reflects conclusions and recommendations in the "Discipline-Based Education Research" (DBER) report and makes a substantial contribution to advancing the field. Research on undergraduate science learning is currently a loose affiliation of related fields. The…

  18. Blended e-learning Design: Discussion of Cultural Issues

    Directory of Open Access Journals (Sweden)

    Ahmed A Al-Hunaiyyan

    2008-06-01

    Full Text Available Blended e-learning is becoming an educational issue especially with the new development of e-learning technology and globalization. Educators as the question: can we design these systems to accommodate different cultural groups and various learning strategies. This paper addresses some design issues when selecting a blended e-learning approach; it discusses some cultural elements that affect the design of blended e-learning. The paper also explores issues related to learning design, then emphasizes on the importance of cultural learning objects (CLO and its role in the design of multimedia-based e-learning systems.

  19. Investigating Design Research Landscapes through Exhibition

    DEFF Research Database (Denmark)

    Jönsson, Li; Hansen, Flemming Tvede; Mäkelä, Maarit

    2013-01-01

    What characterizes a design research exhibition compared to a traditional design and art exhibition? How do you show the very materialities of the design experiments as a means for communicating knowledge of research and of practice? How do you present, review and utilize such an exhibition......? With those questions in mind, the intention and challenge for the Nordes 2013 Design Research Exhibition was to expand on current notions of staging research enquires in design research conference contexts. Artefacts, installations, performances, and other materialities that relate to the theme...... of the conference - Experiments in Design Research – were displayed as tools to express and communicate different design research enquires. Through this paper we will describe the Nordes exhibition as a specific case that renders questions visible in relation to how to utilize a design research exhibition...

  20. Intermediate/Advanced Research Design and Statistics

    Science.gov (United States)

    Ploutz-Snyder, Robert

    2009-01-01

    The purpose of this module is To provide Institutional Researchers (IRs) with an understanding of the principles of advanced research design and the intermediate/advanced statistical procedures consistent with such designs

  1. Gaining a Competitive Edge through Action Design Research

    Science.gov (United States)

    Alexa, L.; Alexa, M.; Avasilcăi, S.

    2016-08-01

    The current business environment is characterized by increased competition and highly innovative approach, in order to create products and services to better respond to the costumers’ needs and expectations. In this specific context, the research approaches need to be more flexible and business oriented and so, throughout the paper we have used a research method that combines design research and action research, named Action Design Research which is a research method used for generating prescriptive design knowledge through building and evaluating IT artifacts in an organizational setting [1]. Following the Action Design Research stages and principles: problem identification, building, intervention and evaluation, reflection and learning and formalization of learning, the research team has developed an online instrument used to actively involve the consumer in the product development process, in order to generate a better consumers insight regarding their needs and desires and to design and/or adjust the product accordingly. The customer engagement IT tool created and tested by using Action Design Research, E-PICUS, has been developed within the framework of the research project „E-solutions for innovation through customer pro-active involvement in value creation to increase organisational competitiveness (E-PICUS)”, PN- II-PT-PCCA-2013-4-1811, currently undergoing.

  2. A Well Designed School Environment Facilitates Brain Learning.

    Science.gov (United States)

    Chan, Tak Cheung; Petrie, Garth

    2000-01-01

    Examines how school design facilitates learning by complementing how the brain learns. How the brain learns is discussed and how an artistic environment, spaciousness in the learning areas, color and lighting, and optimal thermal and acoustical environments aid student learning. School design suggestions conclude the article. (GR)

  3. Naturalistic Inquiry in E-Learning Research

    Directory of Open Access Journals (Sweden)

    Shirley Agostinho

    2005-03-01

    Full Text Available In this article, the author explains how and why one particular qualitative research approach, the naturalistic inquiry paradigm, was implemented in an e-learning research study that investigated the use of the World Wide Web technology in higher education. A framework is presented that situates the research study within the qualitative research literature. The author then justifies how the study was compliant with naturalistic inquiry and concludes by presenting a model for judging the quality of such research. The purpose of this article is to provide an example of how naturalistic inquiry can be implemented in e-learning research that can serve as a guide for researchers undertaking this form of qualitative inquiry. As such, the focus of the article is to illustrate how methodological issues pertaining to naturalistic inquiry were addressed and justified to represent a rigorous research approach rather than presenting the results of the research study.

  4. Learning the Concept of Researcher as Instrument in Qualitative Research

    Science.gov (United States)

    Xu, Mengxuan Annie; Storr, Gail Blair

    2012-01-01

    The authors describe the process whereby a student with a background in economics was guided to understand the central role in qualitative research of the researcher as instrument. The instructor designed a three-part mock research project designed to provide experiential knowledge of the enterprise of qualitative research. Students, as neophyte…

  5. Seeking Constructive Synergy: Design Science and the Constructive Research Approach

    DEFF Research Database (Denmark)

    Piirainen, Kalle; Gonzalez, Rafael A.

    2013-01-01

    Information systems research and management science create knowledge which can be applied in organizations. Design science specifically aims at applying existing knowledge to solve interesting and relevant business problems and has been steadily gaining support in information systems research....... However, design science is not the only design-oriented framework. Accordingly, this raises the question of whether it is possible to compare the results obtained from different brands of design-oriented research. This paper contributes to answering this question by comparing two research approaches......, enabling mutual learning possibilities and suggesting improvements in transparency and rigor. The objective of this paper is to compare design science research with the constructive research approach. The conclusion is that the two approaches are compatible, save for details in practical requirements...

  6. Distance Learning With NASA Lewis Research Center's Learning Technologies Project

    Science.gov (United States)

    Petersen, Ruth

    1998-01-01

    The NASA Lewis Research Center's Learning Technologies Project (LTP) has responded to requests from local school district technology coordinators to provide content for videoconferencing workshops. Over the past year we have offered three teacher professional development workshops that showcase NASA Lewis-developed educational products and NASA educational Internet sites. In order to determine the direction of our involvement with distance learning, the LTP staff conducted a survey of 500 U.S. schools. We received responses from 72 schools that either currently use distance learning or will be using distance learning in 98-99 school year. The results of the survey are summarized in the article. In addition, the article provides information on distance learners, distance learning technologies, and the NASA Lewis LTP videoconferencing workshops. The LTP staff will continue to offer teacher development workshops through videoconferencing during the 98-99 school year. We hope to add workshops on new educational products as they are developed at NASA Lewis.

  7. Design Process-System and Methodology of Design Research

    Science.gov (United States)

    Bashier, Fathi

    2017-10-01

    Studies have recognized the failure of the traditional design approach both in practice and in the studio. They showed that design problems today are too complex for the traditional approach to cope with and reflected a new interest in a better quality design services in order to meet the challenges of our time. In the mid-1970s and early 1980s, there has been a significant shift in focus within the field of design research towards the aim of creating a ‘design discipline’. The problem, as will be discussed, is the lack of an integrated theory of design knowledge that can explicitly describe the design process in a coherent way. As a consequence, the traditional approach fails to operate systematically, in a disciplinary manner. Addressing this problem is the primary goal of the research study in the design process currently being conducted in the research-based master studio at Wollega University, Ethiopia. The research study seeks to make a contribution towards a disciplinary approach, through proper understanding the mechanism of knowledge development within design process systems. This is the task of the ‘theory of design knowledge’. In this article the research project is introduced, and a model of the design process-system is developed in the studio as a research plan and a tool of design research at the same time. Based on data drawn from students’ research projects, the theory of design knowledge is developed and empirically verified through the research project.

  8. IMS Learning Design: De stand van zaken

    NARCIS (Netherlands)

    Tattersall, Colin; Manderveld, Jocelyn

    2005-01-01

    Tattersall, C. & Manderveld, J. (2004) IMS Learning Design: De stand van zaken In: Gorissen, P., Manderveld, J., Benneker, F. & Cordewener, B. Leertechnologie in de Lage Landen (pp. 31-33). Utrecht, Stichting Surf. Ook beschikbaar in dspace: http://hdl.handle.net/1820/270

  9. Learning Environments Designed According to Learning Styles and Its Effects on Mathematics Achievement

    Science.gov (United States)

    Özerem, Aysen; Akkoyunlu, Buket

    2015-01-01

    Problem Statement: While designing a learning environment it is vital to think about learner characteristics (learning styles, approaches, motivation, interests… etc.) in order to promote effective learning. The learning environment and learning process should be designed not to enable students to learn in the same manner and at the same level,…

  10. Research Notes ~ Selecting Research Areas and Research Design Approaches in Distance Education: Process Issues

    Directory of Open Access Journals (Sweden)

    Sudarshan Mishra

    2004-11-01

    Full Text Available The purpose of this paper is to study the process used for selecting research areas and methodological approaches in distance education in India. Experts from the field of distance education in India were interviewed at length, with the aim of collecting qualitative data on opinions on process-issues for selecting areas for research, research design, and appropriate methodological approaches in distance education. Data collected from these interviews were subjected to content analysis; triangulation and peer consultation techniques were used for cross-checking and data verification. While the findings and recommendations of this study have limited application in that they can only be used in the specific context outlined in this paper, respondents in this study nonetheless revealed the pressing need for more process-oriented research in examining media and technology, learners and learning, and distance learning evaluation processes. Our research, which yielded interesting empirical findings, also determined that a mixed approach – one that involves both quantitative and qualitative methods – is more appropriate for conducting research in distance education in India. Qualitative evidence from our research also indicates that respondents interviewed felt that emphasis should be placed on interdisciplinary and systemic research, over that of traditional disciplinary research. Research methods such as student self-reporting, extensive and highly targeted interviews, conversation and discourse analysis, were determined to as useful for data collection for this study.

  11. The Design Social: Framing social research methods for design postgraduates.

    OpenAIRE

    Evans, Martyn

    2010-01-01

    This paper discusses approaches for framing social research methods within postgraduate design curricula, details the responses of postgraduate design students to the possibilities presented by social research methods, and concludes with a case study of the adoption experiences of PhD students in design when engaging with social research methods. Analysis of semi-structured interviews is employed to draw out perceptions and experiences of design postgraduates when engaging with social researc...

  12. Critical reflection and dialogical learning design

    DEFF Research Database (Denmark)

    Nørgård, Rikke Toft; Mathiesen, Kim Haagen; Nedergaard, Mathias Helbo

    2016-01-01

    Distance education and e-learning has been around for some time now. The ubiquitous development of the internet (Sharples, 2007) has however made way for the emergence of new educational formats such as the much talked-about Massive Open Online Courses (MOOCs). Within MOOCs users have access...... to educational literature and tasks at all times, which allow users to fit the course into their own pace, place and Personal Learning Environment (Attwell 2007). Today MOOCs has spread across the globe, and in Denmark we now see institutions such as Aarhus University developing a new course with roots...... in the MOOC format, however without the ‘Massive’ part (Aarhus University, 2016). Over a 5 week period we conducted a netnographic (Kozinet, 2015) mixed methods research of the MOOC Blended Learning Essentials (https://www.futurelearn.com/courses/blended-learning-gettingstarted/2). Contrary to the acclaimed...

  13. Pneumatic vehicle. Research and design

    Directory of Open Access Journals (Sweden)

    Lokodi Zsolt

    2011-12-01

    Full Text Available This experimental vehicle was designed for an international competition organized by Bosch Rexroth yearly in Hungary. The purpose of this competition is to design, build and race vehicles with a fuel source of compressed gas. The race consists of multiple events: longest run distance, the smartness track and the best acceleration event. These events test to the limit the capabilities of the designed vehicles.

  14. e-Learning research: emerging issues?

    Directory of Open Access Journals (Sweden)

    Helen Beetham

    2005-12-01

    Full Text Available e-Learning research is an expanding and diversifying field of study. Specialist research units and departments proliferate. Postgraduate courses recruit well in the UK and overseas, with an increasing focus on critical and research-based aspects of the field, as well as the more obvious professional development requirements. Following this year's launch of a National e-Learning Research Centre, it is timely to debate what the field of study should be prioritising for the future. This discussion piece suggests that the focus should fall on questions that are both clear and tractable for researchers, and likely to have a real impact on learners and practitioners. Suggested questions are based on early findings from a series of JISC-funded projects on e-learning and pedagogy.

  15. Active Learning in Aging Research

    Science.gov (United States)

    Singelis, Theodore M.

    2006-01-01

    This article describes the involvement of undergraduate students in research at the California State University (CSU), Chico funded through an Academic Research Enhancement Award (AREA) from the National Institute on Aging (NIA). CSU, Chico is a "teaching" university and has students with a variety of motivations and abilities. The…

  16. Colorado Learning Disabilities Research Center.

    Science.gov (United States)

    DeFries, J. C.; And Others

    1997-01-01

    Results obtained from the center's six research projects are reviewed, including research on psychometric assessment of twins with reading disabilities, reading and language processes, attention deficit-hyperactivity disorder and executive functions, linkage analysis and physical mapping, computer-based remediation of reading disabilities, and…

  17. Communicating Qualitative Research Study Designs to Research Ethics Review Boards

    Science.gov (United States)

    Ells, Carolyn

    2011-01-01

    Researchers using qualitative methodologies appear to be particularly prone to having their study designs called into question by research ethics or funding agency review committees. In this paper, the author considers the issue of communicating qualitative research study designs in the context of institutional research ethics review and offers…

  18. Research on early design activities

    DEFF Research Database (Denmark)

    Andreasen, Mogens Myrup

    1997-01-01

    This paper tells about the scientific bases for conceptual design. Presented on a course for Danish industrialists arranged by the Institute for Product Development 18th March, 1997.......This paper tells about the scientific bases for conceptual design. Presented on a course for Danish industrialists arranged by the Institute for Product Development 18th March, 1997....

  19. Robot technologies, autism and designs for learning

    DEFF Research Database (Denmark)

    Hansbøl, Mikala

    2015-01-01

    technologies involves several very different educational approaches to supporting young people’s learning and development. The paper discusses how robot technologies as learning resources have been related to the field of autism and education, and argues for a need to further expand the areas of application...... in the future, with a focus on children and young people diagnosed with autism spectrum disorders, their ICT interests and engagement in innovative and creative learning. The paper draws on international research and examples from the author’s own research into education for children and young people diagnosed...... with autism spectrum disorders, drawing on teachers’ and the students’ interests in working with ICT (e.g. robot technology)....

  20. Designing effective eLearning for healthcare professionals

    International Nuclear Information System (INIS)

    Delf, P.

    2013-01-01

    Overview: eLearning has been identified as a versatile, economic method of delivering education, adopted by many education providers. Yet, little research has been undertaken into its impact as a sole method of delivery and effectiveness for imparting new knowledge or skills. This may have particular implications for busy healthcare practitioners wishing to access an educational programme to maintain, or extend their knowledge base in response to service needs. Aims and methodology: Following an action research approach and using an instructional design methodology, a discrete eLearning resource was devised and constructed to prepare non-medical healthcare practitioners to report radionuclide bone scans. Volunteers were recruited from across the UK to assess and establish the feasibility and efficacy of the module. Results: In terms of versatility, access, design and content, the module achieved resonance, with knowledge gains and transferability demonstrated, particularly amongst less experienced volunteers, suggesting a positive influence of the eLearning approach. Conclusions: Owing to the small-scale nature of the study, the capability of eLearning, as a sole educational medium to establish emergent skills, can only be cautiously expressed. However, as a tool for blended learning, continuing professional development, or audit purposes, it demonstrated its potential, confirming the place for this type of resource within the professional learning arena

  1. Manifold Regularized Experimental Design for Active Learning.

    Science.gov (United States)

    Zhang, Lining; Shum, Hubert P H; Shao, Ling

    2016-12-02

    Various machine learning and data mining tasks in classification require abundant data samples to be labeled for training. Conventional active learning methods aim at labeling the most informative samples for alleviating the labor of the user. Many previous studies in active learning select one sample after another in a greedy manner. However, this is not very effective because the classification models has to be retrained for each newly labeled sample. Moreover, many popular active learning approaches utilize the most uncertain samples by leveraging the classification hyperplane of the classifier, which is not appropriate since the classification hyperplane is inaccurate when the training data are small-sized. The problem of insufficient training data in real-world systems limits the potential applications of these approaches. This paper presents a novel method of active learning called manifold regularized experimental design (MRED), which can label multiple informative samples at one time for training. In addition, MRED gives an explicit geometric explanation for the selected samples to be labeled by the user. Different from existing active learning methods, our method avoids the intrinsic problems caused by insufficiently labeled samples in real-world applications. Various experiments on synthetic datasets, the Yale face database and the Corel image database have been carried out to show how MRED outperforms existing methods.

  2. Designing anticancer peptides by constructive machine learning.

    Science.gov (United States)

    Grisoni, Francesca; Neuhaus, Claudia; Gabernet, Gisela; Müller, Alex; Hiss, Jan; Schneider, Gisbert

    2018-04-21

    Constructive machine learning enables the automated generation of novel chemical structures without the need for explicit molecular design rules. This study presents the experimental application of such a generative model to design membranolytic anticancer peptides (ACPs) de novo. A recurrent neural network with long short-term memory cells was trained on alpha-helical cationic amphipathic peptide sequences and then fine-tuned with 26 known ACPs. This optimized model was used to generate unique and novel amino acid sequences. Twelve of the peptides were synthesized and tested for their activity on MCF7 human breast adenocarcinoma cells and selectivity against human erythrocytes. Ten of these peptides were active against cancer cells. Six of the active peptides killed MCF7 cancer cells without affecting human erythrocytes with at least threefold selectivity. These results advocate constructive machine learning for the automated design of peptides with desired biological activities. © 2018 WILEY-VCH Verlag GmbH & Co. KGaA, Weinheim.

  3. Review of research in feature based design

    NARCIS (Netherlands)

    Salomons, O.W.; van Houten, Frederikus J.A.M.; Kals, H.J.J.

    1993-01-01

    Research in feature-based design is reviewed. Feature-based design is regarded as a key factor towards CAD/CAPP integration from a process planning point of view. From a design point of view, feature-based design offers possibilities for supporting the design process better than current CAD systems

  4. Aerodynamics Research Revolutionizes Truck Design

    Science.gov (United States)

    2008-01-01

    During the 1970s and 1980s, researchers at Dryden Flight Research Center conducted numerous tests to refine the shape of trucks to reduce aerodynamic drag and improved efficiency. During the 1980s and 1990s, a team based at Langley Research Center explored controlling drag and the flow of air around a moving body. Aeroserve Technologies Ltd., of Ottawa, Canada, with its subsidiary, Airtab LLC, in Loveland, Colorado, applied the research from Dryden and Langley to the development of the Airtab vortex generator. Airtabs create two counter-rotating vortices to reduce wind resistance and aerodynamic drag of trucks, trailers, recreational vehicles, and many other vehicles.

  5. Research into experiential learning in nurse education.

    Science.gov (United States)

    Hill, Barry

    2017-09-07

    This research is founded on an innovative pedagogical project as part of a higher education lecturer teaching qualification. This project involved redesigning the module 'advanced history taking and physical examination with clinical reasoning', a continuing professional development at a higher education institution. The author undertook an exploration of the literature, considering evidence on teaching styles and the way in which students learn and gain knowledge. The module was redesigned, impelemented and then evaluated by the student participants. Key themes in the evaluation centred on the experiential learning style and experiential teaching style. There are numerous internal and external factors that affect teaching, and student learning. Experiential learning has provided a successful teaching pedagogy when applied to clinical skill acquisition, and has positively benefited the module delivery and pass rate, suggesting it has embedded 'deep learning'. Student feedback was positive, and the redesigned module has had a positive impact on student engagement and the teacher-student interaction.

  6. Learning Analytics: Challenges and Future Research Directions

    Directory of Open Access Journals (Sweden)

    Vlatko Lukarov

    2014-12-01

    Full Text Available In recent years, learning analytics (LA has attracted a great deal of attention in technology-enhanced learning (TEL research as practitioners, institutions, and researchers are increasingly seeing the potential that LA has to shape the future TEL landscape. Generally, LA deals with the development of methods that harness educational data sets to support the learning process. This paper provides a foundation for future research in LA. It provides a systematic overview on this emerging field and its key concepts through a reference model for LA based on four dimensions, namely data, environments, context (what?, stakeholders (who?, objectives (why?, and methods (how?. It further identifies various challenges and research opportunities in the area of LA in relation to each dimension.

  7. Research into Practice: Grammar Learning and Teaching

    Science.gov (United States)

    Larsen-Freeman, Diane

    2015-01-01

    This selective review of the second language acquisition and applied linguistics research literature on grammar learning and teaching falls into three categories: where research has had little impact (the non-interface position), modest impact (form-focused instruction), and where it potentially can have a large impact (reconceiving grammar).…

  8. Undergraduate Research as Engaged Student Learning

    Science.gov (United States)

    Wolf, Lorraine W.

    2018-01-01

    This chapter discusses the impact of undergraduate research as a form of engaged student learning. It summarizes the gains reported in post-fellowship assessment essays acquired from students participating in the Auburn University Undergraduate Research Fellowship Program. The chapter also discusses the program's efforts to increase opportunities…

  9. e-Learning Business Research Methods

    Science.gov (United States)

    Cowie, Jonathan

    2004-01-01

    This paper outlines the development of a generic Business Research Methods course from a simple name in a box to a full e-Learning web based module. It highlights particular issues surrounding the nature of the discipline and the integration of a large number of cross faculty subject specific research methods courses into a single generic module.…

  10. Recent Research in Science Teaching and Learning

    Science.gov (United States)

    Allen, Deborah

    2012-01-01

    This article features recent research in science teaching and learning. It presents three current articles of interest in life sciences education, as well as more general and noteworthy publications in education research. URLs are provided for the abstracts or full text of articles. For articles listed as "Abstract available," full text may be…

  11. Learning from Action Research about Science Teacher Preparation

    Science.gov (United States)

    Mitchener, Carole P.; Jackson, Wendy M.

    2012-01-01

    In this article, we present a case study of a beginning science teacher's year-long action research project, during which she developed a meaningful grasp of learning from practice. Wendy was a participant in the middle grade science program designed for career changers from science professions who had moved to teaching middle grade science. An…

  12. Understanding Sample Surveys: Selective Learning about Social Science Research Methods

    Science.gov (United States)

    Currin-Percival, Mary; Johnson, Martin

    2010-01-01

    We investigate differences in what students learn about survey methodology in a class on public opinion presented in two critically different ways: with the inclusion or exclusion of an original research project using a random-digit-dial telephone survey. Using a quasi-experimental design and data obtained from pretests and posttests in two public…

  13. A Design Framework for Enhancing Engagement in Student-Centered Learning: Own It, Learn It, and Share It

    Science.gov (United States)

    Lee, Eunbae; Hannafin, Michael J.

    2016-01-01

    Student-centered learning (SCL) identifies students as the owners of their learning. While SCL is increasingly discussed in K-12 and higher education, researchers and practitioners lack current and comprehensive framework to design, develop, and implement SCL. We examine the implications of theory and research-based evidence to inform those who…

  14. Design Research: Aesthetic Epistemology and Explanatory Knowledge

    Directory of Open Access Journals (Sweden)

    Peter Murphy

    Full Text Available The article explores the “what” and the “how” of design research. It discusses the epistemological assumptions of design and design research—the conception of true knowledge that underpins the quest to advance design knowledge through research. The article also examines the media and methods of doing design research—that is, the “how” of such research. As it developed over the past century, the design field has drawn extensively on three pivotal but often tacitly deployed epistemologies: the Platonic-Aristotelian, the pragmatic, and the postmodern. Platonic epistemology is latent in many commonplace design instruction texts. Pragmatic epistemology underscores the industrial-arts ethos of design. Postmodern epistemologies dominate in university programs—especially graduate and Ph.D. programs. The article considers how these competing epistemologies understand the role of imagination in the act of creation. The article then considers the role of explanation in the carrying out of research in creative design and arts fields. It addresses whether, and to what degree, design research ought to rely on explanatory words as its principal medium of research, or whether it is valid to substitute artifactual creation for intellectual explanation in the research process. Key words: Epistemology, Design, Imagination, Knowledge, Explanation, Practice-based research

  15. Developments in cooperative learning: review of research

    Directory of Open Access Journals (Sweden)

    Robyn M. Gillies

    2014-10-01

    Full Text Available Cooperative learning, where students work in small groups to accomplish shared goals, is widely recognized as a teaching strategy that promotes learning and socialization among students from kindergarten through college and across different subject domains. It has been used successfully to promote reading and writing achievements, understanding and conceptual development in science classes, problem-solving in mathematics, and higher-order thinking and learning to name just a few. It has been shown to enhance students' willingness to work cooperatively and productively with others with diverse learning and adjustment needs and to enhance intergroup relations with those from culturally and ethnically different backgrounds. It has also been used as a teaching strategy to assist students to manage conflict and to help students identified as bullies learn appropriate interpersonal skills. In fact, it has been argued that cooperative learning experiences are crucial to preventing and alleviating many of the social problems related to children, adolescents, and young adults. There is no doubt that the benefits attributed to cooperative learning are widespread and numerous and it is the apparent success of this approach to learning that has led to it being acclaimed as one of the greatest educational innovations of recent times. The purpose of this paper is not only to review developments in research on cooperative learning but also to examine the factors that mediate and moderate its success. In particular, the review focuses on the types of student and teacher interactions generated and the key role talk plays in developing student thinking and learning, albeit through the expression of contrasting opinions or constructed shared meaning. The intention is to provide additional insights on how teachers can effectively utilize this pedagogical approach to teaching and learning in their classrooms.

  16. Design Committed to the Issues of Teaching and Learning

    Directory of Open Access Journals (Sweden)

    Cristina Portugal*

    2012-12-01

    Full Text Available Design in Education is the object of in-depth study and it has opened many doors for action by the designer, reaffirming the interdisciplinary vocation of this area of knowledge. This study intends to present Design as a field that can contribute effectively towards the creation of educational artifacts and cultural inventions, important aspects in human's cognitive development. This topic is one of the main objects of study at the Interdisciplinary Laboratory for Design/Education - lide, in operation since 1997, within the scope of the Graduate Studies Program in Design at Pontifical Catholic University of Rio de Janeiro, Brazil, This paper refers to the study, research and theoretical line of research Design in Teaching and Learning Situations through an interdisciplinary dialogue between Design and Education. Through methods and techniques of Design it was sought to identify how this area of knowledge can participate in the processes of teaching and learning at the setting of didactic materials and enhance the process of acquiring knowledge. The study was guided by the Multi-Tracks, which is a game to help the acquisition of a second language by deaf children. This game was developed in the light of methods and techniques of Design, under the lide, in partnership with the National Institute of Education for the Deaf in Rio de Janeiro - ines / rj.

  17. Bibliographic Research and the Love of Learning.

    Science.gov (United States)

    Weiskel, Timothy C.

    1985-01-01

    Discusses the design and several applications of the computer program, BIBLIO-File. Designed primarily for interactive bibliographic instruction and research, this program allows users to enter, sort, index, search, and print annotated bibliographic information. (MBR)

  18. Using Blended Learning Design to Enhance Learning Experience in Teacher Education

    Science.gov (United States)

    Zhou, Mingming; Chua, Bee Leng

    2016-01-01

    This study examined students' views on a blended learning environment designed for 29 in-service teachers in Singapore enrolled in an educational research method course. Their self-report data highlighted that students' prior knowledge and the amount and difficulty of content covered in the course affected the effectiveness of blended learning…

  19. Embodying embodied design research techniques

    DEFF Research Database (Denmark)

    Wilde, Danielle; Tomico, Oscar; Lucero, Andrés

    2015-01-01

    The value of engaging the full gamut of sensory motor skills in the design and use of smart objects and systems is increasingly recognized. Yet methods for arriving at robust and reliable outcomes for their development are not fully understood, nor are they easily reported or transferred through ...

  20. Applying multimedia design principles enhances learning in medical education.

    Science.gov (United States)

    Issa, Nabil; Schuller, Mary; Santacaterina, Susan; Shapiro, Michael; Wang, Edward; Mayer, Richard E; DaRosa, Debra A

    2011-08-01

    The Association of American Medical Colleges' Institute for Improving Medical Education's report entitled 'Effective Use of Educational Technology' called on researchers to study the effectiveness of multimedia design principles. These principles were empirically shown to result in superior learning when used with college students in laboratory studies, but have not been studied with undergraduate medical students as participants. A pre-test/post-test control group design was used, in which the traditional-learning group received a lecture on shock using traditionally designed slides and the modified-design group received the same lecture using slides modified in accord with Mayer's principles of multimedia design. Participants included Year 3 medical students at a private, midwestern medical school progressing through their surgery clerkship during the academic year 2009-2010. The medical school divides students into four groups; each group attends the surgery clerkship during one of the four quarters of the academic year. Students in the second and third quarters served as the modified-design group (n=91) and students in the fourth-quarter clerkship served as the traditional-design group (n=39). Both student cohorts had similar levels of pre-lecture knowledge. Both groups showed significant improvements in retention (paffect transfer of learning. Further research on applying the principles of multimedia design to medical education is needed to verify the impact it has on the long-term learning of medical students, as well as its impact on other forms of multimedia instructional programmes used in the education of medical students. © Blackwell Publishing Ltd 2011.

  1. Organizational safety factors research lessons learned

    International Nuclear Information System (INIS)

    Ryan, T.G.

    1995-01-01

    This Paper reports lessons learned and state of knowledge gained from an organizational factors research activity involving commercial nuclear power plants in the United States, through the end of 1991, as seen by the scientists immediately involved in the research. Lessons learned information was gathered from the research teams and individuals using a question and answer format. The following five questions were submitted to each team and individual: (1) What organizational factors appear to influence safety performance in some systematic way, (2) Should organizational factors research focus at the plant level, or should it extend beyond the plant level to the parent company, rate setting commissions, regulatory agencies, (3) How important is having direct access to plants for doing organizational factors research, (4) What lessons have been learned to date as the result of doing organizational factors research in a nuclear regulatory setting, and (5) What organizational research topics and issues should be pursued in the future? Conclusions based on the responses provided for this report are that organizational factors research can be conducted in a regulatory setting and produce useful results. Technologies pioneered in other academic, commercial, and military settings can be adopted for use in a nuclear regulatory setting. The future success of such research depends upon the cooperation of regulators, contractors, and the nuclear industry

  2. Designing learning experiences together with children

    OpenAIRE

    Leinonen, Jonna; Venninen, Tuulikki

    2012-01-01

    Children’s participation in early childhood education context has attracted considerable attention in recent years. Participation means involving and enabling children to take part in decision-making processes about their everyday life. Educators are supporters and enablers of participatory practices. The process of planning activities is an important part of educator’s profession in early childhood education and it can be viewed as a designing learning process. But not only as adults designi...

  3. Machine learning in the rational design of antimicrobial peptides.

    Science.gov (United States)

    Rondón-Villarreal, Paola; Sierra, Daniel A; Torres, Rodrigo

    2014-01-01

    One of the most important public health issues is the microbial and bacterial resistance to conventional antibiotics by pathogen microorganisms. In recent years, many researches have been focused on the development of new antibiotics. Among these, antimicrobial peptides (AMPs) have raised as a promising alternative to combat antibioticresistant microorganisms. For this reason, many theoretical efforts have been done in the development of new computational tools for the rational design of both better and effective AMPs. In this review, we present an overview of the rational design of AMPs using machine learning techniques and new research fields.

  4. Improving STEM Undergraduate Education with Efficient Learning Design

    DEFF Research Database (Denmark)

    Godsk, Mikkel

    2018-01-01

    The project investigates the potential of Learning Design for efficiently improving STEM undergraduate education with technology. In order to investigate this potential, the project consists of two main studies at Aarhus University: a study of the perspectives of the main stakeholders on Learning...... Design uptake. The project concludes that it is possible to improve STEM undergraduate education with Learning Design for technology-enhanced learning efficiently and that Efficient Learning Design provides a useful concept for qualifying educational decisions....... provided by technology-enhanced learning based on Learning Design, and in particular students’ learning was of a high common interest. However, only the educators were directly interested in Learning Design and its support for design, reuse in their practice and to inform pedagogy. A holistic concept...

  5. Collaborative Action Research on Technology Integration for Science Learning

    Science.gov (United States)

    Wang, Chien-Hsing; Ke, Yi-Ting; Wu, Jin-Tong; Hsu, Wen-Hua

    2012-02-01

    This paper briefly reports the outcomes of an action research inquiry on the use of blogs, MS PowerPoint [PPT], and the Internet as learning tools with a science class of sixth graders for project-based learning. Multiple sources of data were essential to triangulate the key findings articulated in this paper. Corresponding to previous studies, the incorporation of technology and project-based learning could motivate students in self-directed exploration. The students were excited about the autonomy over what to learn and the use of PPT to express what they learned. Differing from previous studies, the findings pointed to the lack information literacy among students. The students lacked information evaluation skills, note-taking and information synthesis. All these findings imply the importance of teaching students about information literacy and visual literacy when introducing information technology into the classroom. The authors suggest that further research should focus on how to break the culture of "copy-and-paste" by teaching the skills of note-taking and synthesis through inquiry projects for science learning. Also, further research on teacher professional development should focus on using collaboration action research as a framework for re-designing graduate courses for science teachers in order to enhance classroom technology integration.

  6. Universal Design for Learning in Teaching Large Lecture Classes

    Science.gov (United States)

    Dean, Tereza; Lee-Post, Anita; Hapke, Holly

    2017-01-01

    To augment traditional lecture with instructional tools that provide options for content representation, learner engagement, and learning expression, we followed the Universal Design for Learning (UDL) principles to design and implement a learning environment for teaching and learning in large lecture classes. To this end, we incorporated four…

  7. Eindhoven school for technological design : design education and design research

    NARCIS (Netherlands)

    Trum, H.M.G.J.; Oxman, R.M.; Bax, M.F.Th.

    1995-01-01

    Nine years after starting the two-year post-graduate programme on technological design [Ackermans and Trum, 1988], Eindhoven University of Technology (EUT) decided to enhance the development of synthesis-oriented engineering education by establishing a post-graduate school for technological design.

  8. Research on conceptual design of mechatronic systems

    Indian Academy of Sciences (India)

    tems/components on holistic dynamic performance of mechatronic systems ... Conceptual design is a typical ill-definition solving problem. ..... Li R 2004 Research on theory and method of scheme creative design of mechatronic system. School.

  9. A Study of an Architecture Design Learning Process Based on Social Learning, Course Teaching, Interaction, and Analogical Thinking

    Directory of Open Access Journals (Sweden)

    Yun-Wu Wu

    2014-01-01

    Full Text Available The students in the vocational education of architecture design in Taiwan often face many learning obstacles, such as no problem solving ability and lack of creativity. Therefore, this study used a social learning model as a learning strategy in the architecture design learning process to solve related learning difficulties. Firstly, this study used cognitive development teaching activities and a learning process based on analogical thinking and analogical reasoning to build the social learning model. Secondly, the social learning model of this study was implemented in the teaching of a required course of architecture design for 120 freshmen in China University of Technology. The questionnaire survey results were then statically analyzed and compared to measure the differences in the students’ knowledge about architecture designs before and after the teaching in this study. In this study, the social learning model is proven helpful in inspiring the students’ creativity by converting new knowledge of architecture design into schemas and hence retaining the new knowledge for future application. The social learning model can be applied in the teaching of architecture design in other schools, while more research can be conducted in the future to further confirm its feasibility to promote effective learning.

  10. Designing and Facilitating Learning in a Cooperative Setting

    DEFF Research Database (Denmark)

    Poulsen, Søren Bolvig; Rustrup, Louise Lønborg; Mortensen, Helle

    2010-01-01

    the learning of students. Student involvement in research projects appears to be an increasing trend, which is affecting both the practice of research and education. The Danish research project ‘Innodoors’ investigates, through various initiatives, how User-driven innovation can contribute to innovation...... and affect the culture of innovation in the building sector. One of the research initiatives was originally probing hypothesizes through student projects, where the students not only play a practical and performing role, but also engage in a rather equal partnership with the academic. This was also the case...... for the involved industrial design students, but they found it necessary to redefine the initial, given hypothesis, which surprisingly uncovered knowledge deficiencies for both students and academic; yet, it contributed to a mutual learning situation. Educators are facing new challenges with the responsibility...

  11. Applied statistical designs for the researcher

    CERN Document Server

    Paulson, Daryl S

    2003-01-01

    Research and Statistics Basic Review of Parametric Statistics Exploratory Data Analysis Two Sample Tests Completely Randomized One-Factor Analysis of Variance One and Two Restrictions on Randomization Completely Randomized Two-Factor Factorial Designs Two-Factor Factorial Completely Randomized Blocked Designs Useful Small Scale Pilot Designs Nested Statistical Designs Linear Regression Nonparametric Statistics Introduction to Research Synthesis and "Meta-Analysis" and Conclusory Remarks References Index.

  12. Online Repositories of Learning Designs: Pipedreams and Possibilities

    NARCIS (Netherlands)

    McKenney, Susan

    2013-01-01

    McKenney, S. (2013, 28 January-1 February). Online Repositories of Learning Designs: Pipedreams and Possibilities. Position paper for the Alpine Rendezvous Workshop on Teacher-led inquiry and learning design, Villard‐de‐Lans, Vercors, France.

  13. Designing and Evaluating Students' Transformative Learning

    Directory of Open Access Journals (Sweden)

    Nina B. Namaste

    2017-12-01

    Full Text Available Transformative learning hinges on navigating cognitive dissonance; thus, intercultural competency assignments and experiences need to be integrated into study abroad/away courses to help students process and make sense of the cognitive dissonance such an experience provides. Assignments, therefore, need to consciously and intentionally triangulate learning by addressing the read (course readings, the lived/observed (conversations, interactions, activities, excursions, observations about public portrayals of culture, etc., and the compared (home culture vs. host culture. The hope is to improve students’ experiences so that semesters abroad are consistently deep, enriching, and intellectual as opposed to simply an extended tourist sojourn. This article documents the process by which I designed for and assessed, via an in-depth analysis of students’ texts/writings, students’ transformation of their intercultural competency skills and development. In addition, I compared students’ works from two differing semesters to evaluate whether transformation in intercultural competency is inherent in the nature of study abroad or must be explicitly taught and cultivated. My Scholarship of Teaching and Learning (SoTL project corroborated the almost ten years of research that confirm our fears: exposure to another culture is not enough; studying and living abroad does not necessarily lead to increased intercultural learning. Meaningful, integrative, “learning-laden,” and transformative study abroad experiences hinge on students’ ability to make sense of cognitive dissonance. Intercultural competency assignments, therefore, need to be fully and intentionally designed and integrated into such experiences, and evaluated to document such growth. L’apprentissage transformationnel repose sur la manière de naviguer la dissonance cognitive. Par conséquent, les devoirs qui traitent de la compétence interculturelle ainsi que les expériences n

  14. Design Learning of Teaching Factory in Mechanical Engineering

    Science.gov (United States)

    Putra, R. C.; Kusumah, I. H.; Komaro, M.; Rahayu, Y.; Asfiyanur, E. P.

    2018-02-01

    The industrial world that is the target of the process and learning outcomes of vocational high school (SMK) has its own character and nuance. Therefore, vocational education institutions in the learning process should be able to make the appropriate learning approach and in accordance with the industrial world. One approach to learning that is based on production and learning in the world of work is by industry-based learning or known as Teaching Factory, where in this model apply learning that involves direct students in goods or service activities are expected to have the quality so it is worth selling and accepted by consumers. The method used is descriptive approach. The purpose of this research is to get the design of the teaching factory based on the competency requirements of the graduates of the spouse industry, especially in the engineering department. The results of this study is expected to be one of the choice of model factory teaching in the field of machinery engineering in accordance with the products and competencies of the graduates that the industry needs.

  15. Designing for teaching and learning in MOOCs

    DEFF Research Database (Denmark)

    Christiansen, René Boyer; Petersen, Anne Kristine; Sørensen, Randi Skovbjerg

    2017-01-01

    In curriculum research, it is common to distinguish between three different curricula levels, namely the intended curriculum, the implemented curriculum and the attained curriculum. The distinctions have later been applied in educational design research to differentiate between different...... representations of design. Discussing findings from a study on MOOCs developed using a design-based approach, the paper explores how the three notions can be used as an analytical framework for designing, implementing and evaluating interventions in an educational context. The paper argues that the concept...... of the intended, implemented and attained designs may serve as a means to better understand the process of designing new educational formats and to anticipate unwanted discrepancies between the intended idea and the solution that is actually implemented. We argue that such unwanted differences between intended...

  16. Experiential design landscapes: design research in the wild

    NARCIS (Netherlands)

    Peeters, M.M.R.; Megens, C.J.P.G.; IJsselsteijn, W.A.; Hummels, C.C.M.; Brombacher, A.C.; Brandt, E.; Ehn, P.; Johansson, T.; Johansson, T.D.; Hellström Reimer, M.; Markussen, T.; Vallgårda, A.

    2013-01-01

    Thanks to the emergence of new sensing and behaviour tracking technologies, design research can take place anywhere and anytime in the real world. When doing design research, a trade-off has to be made between experimental control and ecological validity. In this paper, we compare Experiential

  17. Architectural design and the collaborative research environment.

    Science.gov (United States)

    Goldstein, Roger N

    2006-10-20

    Given that science is a collaborative endeavor, architects are striving to design new research buildings that not only provide a more pleasant work space but also facilitate interactions among researchers.

  18. Curriculum learning designs: teaching health assessment skills for advanced nursing practitioners through sustainable flexible learning.

    Science.gov (United States)

    Fitzgerald, Les; Wong, Pauline; Hannon, John; Solberg Tokerud, Marte; Lyons, Judith

    2013-10-01

    Innovative curriculum designs are vital for effective learning in contemporary nursing education where traditional modes of delivery are not adequate to meet the learning needs of postgraduate students. This instance of postgraduate teaching in a distributed learning environment offered the opportunity to design a flexible learning model for teaching advanced clinical skills. To present a sustainable model for flexible learning that enables specialist nurses to gain postgraduate qualifications without on-campus class attendance by teaching and assessing clinical health care skills in an authentic workplace setting. An action research methodology was used to gather evidence and report on the process of curriculum development of a core unit, Comprehensive Health Assessment (CHA), within 13 different postgraduate speciality courses. Qualitative data was collected from 27 teaching academics, 21 clinical specialist staff, and 7 hospital managers via interviews, focus groups and journal reflections. Evaluations from the initial iteration of CHA from 36 students were obtained. Data was analyzed to develop and evaluate the curriculum design of CHA. The key factors indicated by participants in the curriculum design process were coordination and structuring of teaching and assessment; integration of content development; working with technologies, balancing specialities and core knowledge; and managing induction and expectations. A set of recommendations emerged as a result of the action research process. These included: a constructive alignment approach to curriculum design; the production of a facilitator's guide that specifies expectations and unit information for academic and clinical education staff; an agreed template for content authors; and the inclusion of synchronous communication for real-time online tutoring. The highlight of the project was that it built curriculum design capabilities of clinicians and students which can sustain this alternative model of online

  19. Designing for Learning: Online Social Networks as a Classroom Environment

    Directory of Open Access Journals (Sweden)

    Gail Casey

    2011-11-01

    Full Text Available This paper deploys notions of emergence, connections, and designs for learning to conceptualize high school students’ interactions when using online social media as a learning environment. It makes links to chaos and complexity theories and to fractal patterns as it reports on a part of the first author’s action research study, conducted while she was a teacher working in an Australian public high school and completing her PhD. The study investigates the use of a Ning online social network as a learning environment shared by seven classes, and it examines students’ reactions and online activity while using a range of social media and Web 2.0 tools.The authors use Graham Nuthall’s (2007 “lens on learning” to explore the social processes and culture of this shared online classroom. The paper uses his extensive body of research and analyses of classroom learning processes to conceptualize and analyze data throughout the action research cycle. It discusses the pedagogical implications that arise from the use of social media and, in so doing, challenges traditional models of teaching and learning.

  20. Design of a multipurpose research reactor

    International Nuclear Information System (INIS)

    Sanchez Rios, A.A.

    1990-01-01

    The availability of a research reactor is essential in any endeavor to improve the execution of a nuclear programme, since it is a very versatile tool which can make a decisive contribution to a country's scientific and technological development. Because of their design, however, many existing research reactors are poorly adapted to certain uses. In some nuclear research centres, especially in the advanced countries, changes have been made in the original designs or new research prototypes have been designed for specific purposes. These modifications have proven very costly and therefore beyond the reach of developing countries. For this reason, what the research institutes in such countries need is a single sufficiently versatile nuclear plant capable of meeting the requirements of a nuclear research programme at a reasonable cost. This is precisely what a multipurpose reactor does. The Mexican National Nuclear Research Institute (ININ) plans to design and build a multipurpose research reactor capable at the same time of being used for the development of reactor design skills and for testing nuclear materials and fuels, for radioisotopes production, for nuclear power studies and basic scientific research, for specialized training, and so on. For this design work on the ININ Multipurpose Research Reactor, collaborative relations have been established with various international organizations possessing experience in nuclear reactor design: Atomehnergoeksport of the USSR: Atomic Energy of Canada Limited (AECL); General Atomics (GA) of the USA; and Japan Atomic Energy Research Institute

  1. From Playing to Designing: Enhancing Educational Experiences with Location-Based Mobile Learning Games

    Science.gov (United States)

    Edmonds, Roger; Smith, Simon

    2017-01-01

    This paper presents research into the benefits and implementation strategies of integrating location-based mobile learning games in higher education courses to enhance educational experiences. Two approaches were studied: learning by playing, and learning by designing. In the first, games were developed for undergraduate courses in four discipline…

  2. A Survey of Educational Games as Interaction Design Tools for Affective Learning: Thematic Analysis Taxonomy

    Science.gov (United States)

    Yusoff, Zarwina; Kamsin, Amirrudin; Shamshirband, Shahaboddin; Chronopoulos, Anthony T.

    2018-01-01

    A Computer game is the new platform in generating learning experiences for educational purposes. There are many educational games that have been used as an interaction design tool in a learning environment to enhance students learning outcomes. However, research also claims that playing video games can have a negative impact on student behavior,…

  3. Application of a Novel Collaboration Engineering Method for Learning Design: A Case Study

    Science.gov (United States)

    Cheng, Xusen; Li, Yuanyuan; Sun, Jianshan; Huang, Jianqing

    2016-01-01

    Collaborative case studies and computer-supported collaborative learning (CSCL) play an important role in the modern education environment. A number of researchers have given significant attention to learning design in order to improve the satisfaction of collaborative learning. Although collaboration engineering (CE) is a mature method widely…

  4. Learning design Rashomon I – supporting the design of one lesson through different approaches

    Directory of Open Access Journals (Sweden)

    Donatella Persico

    2013-08-01

    Full Text Available This paper presents and compares a variety of approaches that have been developed to guide the decision-making process in learning design. Together with the companion Learning Design Rashomon II (Prieto et al., 2013, devoted to existing tools to support the same process, it aims to provide a view on relevant research results in this field. The common thread followed in these two contributions is inspired by Kurosawa's Rashomon film, which takes multiple perspectives on the same action. Similarly, in this paper, Rashomon I, a lesson on “Healthy Eating” is analysed according to five different approaches, while the Rashomon II paper is used to exemplify the affordances of different tools. For this reason, this paper does not follow the conventional structure of research papers (research question, method, results and discussion, but rather it moves from an introduction providing the rationale for the paper, to a description of the five different approaches to learning design (the 4SPPIces Model, the 4Ts, the e-Design Template, the Design Principles Database and the Design Narrative and then to a discussion of their similarities and differences to inform the choice of potential users.

  5. Learning From Others About Research Evidence (editorial

    Directory of Open Access Journals (Sweden)

    Alison Brettle

    2012-06-01

    Full Text Available Welcome to the June issue of EBLIP, our firstto be published with an HTML version as wellas PDFs for each article. I hope you enjoy andfind the alternative formats useful. As usualthe issue comprises an interesting range ofevidence summaries and articles that I hopeyou will find useful in applying evidence toyour practice.When considering evidence, two recent trips toEdinburgh got me thinking about the widerange of study designs or methods that areuseful for generating evidence, and also howwe can learn about their use from otherprofessions.The first trip was as part of the cadre of the LISDREaM project (http://lisresearch.org/dreamproject/.DREaM has been set up by the LISResearch Coalition to develop a sustainableLIS research network in the UK. As part ofthis, a series of workshops aims to introduceLIS practitioners to a wider range of researchmethods, thus expanding the methods used inLIS research. Indeed, a quick scan of thecontents of this issue show a preponderance ofsurveys, interviews, and citation analysis,suggesting that broadening our knowledge ofmethods may well be a useful idea. Theworkshops are highly interactive and, at eachsession experts from outside the LIS disciplineintroduce particular research methods andoutline how they could be used in LISapplications. As a result, I can see the valueand understand when to use research methodssuch as social network analysis, horizonscanning, ethnography, discourse analysis, andrepertory grids – as well as knowing that datamining is something I’m likely to avoid! So farI’ve shared my new knowledge with a PhDstudent who was considering her methodologyand incorporated my new knowledge ofhorizon scanning into a bid for researchfunding. The next (and more exciting step isto think of a situation where I can apply one ofthese methods to examining an aspect of LIS practice.The second trip was the British Association ofCounselling and Psychotherapy ResearchConference, an event which I

  6. Infusing Qualitative Traditions in Counseling Research Designs

    Science.gov (United States)

    Hays, Danica G.; Wood, Chris

    2011-01-01

    Research traditions serve as a blueprint or guide for a variety of design decisions throughout qualitative inquiry. This article presents 6 qualitative research traditions: grounded theory, phenomenology, consensual qualitative research, ethnography, narratology, and participatory action research. For each tradition, the authors describe its…

  7. Inclusive E-Learning - Towards an Integrated System Design.

    Science.gov (United States)

    Patzer, Yasmin; Pinkwart, Niels

    2017-01-01

    At first sight there seem to be issues combining technical accessibility guidelines and educational needs when designing inclusive E-Learning. Furthermore Universal Design for Learning seems to contradict individualization. In this paper we address both issues with an inclusive E-Learning design for the LAYA system, which targets disabled and non-disabled learners.

  8. Impacting Society through Engineering Design Research

    DEFF Research Database (Denmark)

    Howard, Thomas J.

    2011-01-01

    Following the recent ICED11 conference in Copenhagen, Thomas Howard, ICED11 Assistant Chair and Ass. Professor at DTU has written a reflection on design research and design practice, suggesting that in addition to benefiting society through the improved understanding of methods of and approaches...... to design, the academic design community should through design practice produce empowering products which address societal needs unbound by the necessity for profit....

  9. Brain-Based Learning. Research Brief

    Science.gov (United States)

    Walker, Karen

    2005-01-01

    What does brain-based research say about how adolescents learn? The 1990s was declared as the Decade of the Brain by President Bush and Congress. With the advancement of MRIs (Magnetic Resonance Imagining) and PET (positron emission tomography) scans, it has become much easier to study live healthy brains. As a result, the concept of…

  10. Machine learning and evolutionary techniques in interplanetary trajectory design

    OpenAIRE

    Izzo, Dario; Sprague, Christopher; Tailor, Dharmesh

    2018-01-01

    After providing a brief historical overview on the synergies between artificial intelligence research, in the areas of evolutionary computations and machine learning, and the optimal design of interplanetary trajectories, we propose and study the use of deep artificial neural networks to represent, on-board, the optimal guidance profile of an interplanetary mission. The results, limited to the chosen test case of an Earth-Mars orbital transfer, extend the findings made previously for landing ...

  11. I Can Make a Scientific Research: A Course about Scientific Research Methods, in Which Learning Management System (LMS) Is Used

    Science.gov (United States)

    Özden, Bülent

    2016-01-01

    The purpose of this study was to determine the changes in the perception of teacher candidates towards scientific research process and their self-efficacy in this process, during Scientific Research Methods course that has been conducted using "Learning Management System" based on out-of-class learning activities. Being designed as a…

  12. Using Analytics to Transform a Problem-Based Case Library: An Educational Design Research Approach

    Science.gov (United States)

    Schmidt, Matthew; Tawfik, Andrew A.

    2018-01-01

    This article describes the iterative design, development, and evaluation of a case-based learning environment focusing on an ill-structured sales management problem. We discuss our processes and situate them within the broader framework of educational design research. The learning environment evolved over the course of three design phases. A…

  13. Learning relationships from theory to design

    Directory of Open Access Journals (Sweden)

    C. J.H. Fowler

    1999-12-01

    Full Text Available Over the last five years we have seen a very significant increase in the use of Information Communication Technologies (ICT in schools, colleges and university. For example in 1998, there were over 195 accredited US universities offering a thousand or more distance learning courses (Philips and Yager, 1998. By no means were all of these new courses associated with educational innovation. The speed and ease of implementation of Webbased approaches, in particular, is resulting in design by imitation of current courses and methods, with a real lack of innovation or utilization of the power inherent in technologybased learning. Although matters are improving (see for example Brown, 1999, part of the reason for this failure to innovate is, we argue, because of the large gap between theory and practice.

  14. CLOUD EDUCATIONAL RESOURCES FOR PHYSICS LEARNING RESEARCHES SUPPORT

    Directory of Open Access Journals (Sweden)

    Oleksandr V. Merzlykin

    2015-10-01

    Full Text Available The definition of cloud educational resource is given in paper. Its program and information components are characterized. The virtualization as the technological ground of transforming from traditional electronic educational resources to cloud ones is reviewed. Such levels of virtualization are described: data storage device virtualization (Data as Service, hardware virtualization (Hardware as Service, computer virtualization (Infrastructure as Service, software system virtualization (Platform as Service, «desktop» virtualization (Desktop as Service, software user interface virtualization (Software as Service. Possibilities of designing the cloud educational resources system for physics learning researches support taking into account standards of learning objects metadata (accessing via OAI-PMH protocol and standards of learning tools interoperability (LTI are shown. The example of integration cloud educational resources into Moodle learning management system with use of OAI-PMH and LTI is given.

  15. Conducting Classroom Design Research with Teachers

    Science.gov (United States)

    Stephan, Michelle. L.

    2015-01-01

    Design research is usually motivated by university members with experience and interest in building theory and instructional designs in collaboration with one teacher. Typically, the teacher is considered as a member of the research team, with the primary responsibility of implementing instruction. However, in this chapter, I describe a Classroom…

  16. Evaluation in Design-Oriented Research

    NARCIS (Netherlands)

    Verschuren, P.J.M.; Hartog, R.J.M.

    2005-01-01

    Design has been recognized for a long time both as art and as science. In the sixties of the previous century design-oriented research began to draw the attention of scientific researchers and methodologists, not only in technical engineering but also in the social sciences. However, a rather

  17. Research and Design in Landscape Architecture

    NARCIS (Netherlands)

    Nijhuis, S.; Bobbink, I.; Jauslin, D.T.

    2011-01-01

    This paper aims to introduce the particular methodology of the author's and their colleagues at TU Delft Chair of Landscape Architecture. This approach is characterised by theories, methods and techniques converging towards design and research and research by design. The relation and interaction

  18. Mixed Methods Research Designs in Counseling Psychology

    Science.gov (United States)

    Hanson, William E.; Creswell, John W.; Clark, Vicki L. Plano; Petska, Kelly S.; Creswell, David J.

    2005-01-01

    With the increased popularity of qualitative research, researchers in counseling psychology are expanding their methodologies to include mixed methods designs. These designs involve the collection, analysis, and integration of quantitative and qualitative data in a single or multiphase study. This article presents an overview of mixed methods…

  19. What Is This Thing Called "Design" in Design Research and Instructional Design

    Science.gov (United States)

    Cronje, Johannes

    2013-01-01

    This paper will consider the phenomenon of design research. It will then consider four research positions in social science research. The paper will show how the design perspectives map onto the research paradigms and how by rotating through these paradigms, a design research cycle is formed. Finally, the paper will discuss four research questions…

  20. Using Network Science to Support Design Research

    DEFF Research Database (Denmark)

    Parraguez Ruiz, Pedro; Maier, Anja

    2016-01-01

    and societal impact. This chapter contributes to the use of network science in empirical studies of design organisations. It focuses on introducing a network-based perspective on the design process and in particular on making use of network science to support design research and practice. The main contribution...... of this chapter is an overview of the methodological challenges and core decision points when embarking on network-based design research, namely defining the overall research purpose and selecting network features. We furthermore highlight the potential for using archival data, the opportunities for navigating...

  1. Notes toward a Philosophy of Action Learning Research

    Science.gov (United States)

    Coghlan, David; Coughlan, Paul

    2010-01-01

    The philosophical foundations of action learning research have not received a great deal of attention. In the context of action learning postgraduate and professional programmes in universities, articulation of a philosophy of action learning research seems timely and appropriate. This article explores a philosophy of action learning research,…

  2. Biomimetic molecular design tools that learn, evolve, and adapt

    Directory of Open Access Journals (Sweden)

    David A Winkler

    2017-06-01

    Full Text Available A dominant hallmark of living systems is their ability to adapt to changes in the environment by learning and evolving. Nature does this so superbly that intensive research efforts are now attempting to mimic biological processes. Initially this biomimicry involved developing synthetic methods to generate complex bioactive natural products. Recent work is attempting to understand how molecular machines operate so their principles can be copied, and learning how to employ biomimetic evolution and learning methods to solve complex problems in science, medicine and engineering. Automation, robotics, artificial intelligence, and evolutionary algorithms are now converging to generate what might broadly be called in silico-based adaptive evolution of materials. These methods are being applied to organic chemistry to systematize reactions, create synthesis robots to carry out unit operations, and to devise closed loop flow self-optimizing chemical synthesis systems. Most scientific innovations and technologies pass through the well-known “S curve”, with slow beginning, an almost exponential growth in capability, and a stable applications period. Adaptive, evolving, machine learning-based molecular design and optimization methods are approaching the period of very rapid growth and their impact is already being described as potentially disruptive. This paper describes new developments in biomimetic adaptive, evolving, learning computational molecular design methods and their potential impacts in chemistry, engineering, and medicine.

  3. Biomimetic molecular design tools that learn, evolve, and adapt

    Science.gov (United States)

    2017-01-01

    A dominant hallmark of living systems is their ability to adapt to changes in the environment by learning and evolving. Nature does this so superbly that intensive research efforts are now attempting to mimic biological processes. Initially this biomimicry involved developing synthetic methods to generate complex bioactive natural products. Recent work is attempting to understand how molecular machines operate so their principles can be copied, and learning how to employ biomimetic evolution and learning methods to solve complex problems in science, medicine and engineering. Automation, robotics, artificial intelligence, and evolutionary algorithms are now converging to generate what might broadly be called in silico-based adaptive evolution of materials. These methods are being applied to organic chemistry to systematize reactions, create synthesis robots to carry out unit operations, and to devise closed loop flow self-optimizing chemical synthesis systems. Most scientific innovations and technologies pass through the well-known “S curve”, with slow beginning, an almost exponential growth in capability, and a stable applications period. Adaptive, evolving, machine learning-based molecular design and optimization methods are approaching the period of very rapid growth and their impact is already being described as potentially disruptive. This paper describes new developments in biomimetic adaptive, evolving, learning computational molecular design methods and their potential impacts in chemistry, engineering, and medicine. PMID:28694872

  4. DRS // CUMULUS Oslo 2013. The 2nd International Conference for Design Education Researchers

    Directory of Open Access Journals (Sweden)

    Liv Merete Nielsen

    2012-08-01

    Full Text Available This international conference is a springboard for sharing ideas and concepts about contemporary design education research. Contributors are invited to submit research that deals with different facets of contemporary approaches to design education research. All papers will be double-blind peer-reviewed. This conference is open to research in any aspect and discipline of design education. Conference theme:Design Learning for Tomorrow - Design Education from Kindergarten to PhD

  5. Research design: the methodology for interdisciplinary research framework.

    Science.gov (United States)

    Tobi, Hilde; Kampen, Jarl K

    2018-01-01

    Many of today's global scientific challenges require the joint involvement of researchers from different disciplinary backgrounds (social sciences, environmental sciences, climatology, medicine, etc.). Such interdisciplinary research teams face many challenges resulting from differences in training and scientific culture. Interdisciplinary education programs are required to train truly interdisciplinary scientists with respect to the critical factor skills and competences. For that purpose this paper presents the Methodology for Interdisciplinary Research (MIR) framework. The MIR framework was developed to help cross disciplinary borders, especially those between the natural sciences and the social sciences. The framework has been specifically constructed to facilitate the design of interdisciplinary scientific research, and can be applied in an educational program, as a reference for monitoring the phases of interdisciplinary research, and as a tool to design such research in a process approach. It is suitable for research projects of different sizes and levels of complexity, and it allows for a range of methods' combinations (case study, mixed methods, etc.). The different phases of designing interdisciplinary research in the MIR framework are described and illustrated by real-life applications in teaching and research. We further discuss the framework's utility in research design in landscape architecture, mixed methods research, and provide an outlook to the framework's potential in inclusive interdisciplinary research, and last but not least, research integrity.

  6. A Capstone Wiki Knowledge Base: A Case Study of an Online Tool Designed to Promote Life-Long Learning through Engineering Literature Research

    Science.gov (United States)

    Clarke, James B.; Coyle, James R.

    2011-01-01

    This article reports the results of a case study in which an experimental wiki knowledge base was designed, developed, and tested by the Brill Science Library at Miami University for an undergraduate engineering senior capstone project. The wiki knowledge base was created to determine if the science library could enhance the engineering literature…

  7. Effective Visual Design and Communication Practices for Research Posters: Exemplars Based on the Theory and Practice of Multimedia Learning and Rhetoric

    Science.gov (United States)

    Pedwell, Rhianna K.; Hardy, James A.; Rowland, Susan L.

    2017-01-01

    Evidence shows that science graduates often do not have the communication skills they need to meet workplace standards and expectations. One common mode of science communication is the poster. In a review of the literature we show that poster design is historically problematic, and that the guidance provided to students as they create posters for…

  8. Effects of Cloud-Based m-Learning on Student Creative Performance in Engineering Design

    Science.gov (United States)

    Chang, Yu-Shan; Chen, Si-Yi; Yu, Kuang-Chao; Chu, Yih-Hsien; Chien, Yu-Hung

    2017-01-01

    This study explored the effects of cloud-based m-learning on students' creative processes and products in engineering design. A nonequivalent pretest-posttest design was adopted, and 62 university students from Taipei City, Taiwan, were recruited as research participants in the study. The results showed that cloud-based m-learning had a positive…

  9. Active Learning by Design: An Undergraduate Introductory Public Health Course

    Directory of Open Access Journals (Sweden)

    Karin eYeatts

    2014-12-01

    Full Text Available Principles of active learning were used to design and implement an introductory public health course. Students were introduced to the breadth and practice of public health through team and individual-based activities. Team assignments covered topics in epidemiology, biostatistics, health behavior, nutrition, maternal and child health, environment, and health policy. Students developed an appreciation of the population perspective through an experience trip and related intervention project in a public health area of their choice. Students experienced several key critical component elements of a public health undergraduate major; they cover key public health domains, experience public health practice, and integrated concepts with their assignments. In this paper, course assignments, lessons learned, and student successes are described. Given the increased growth in the undergraduate public health major, these active learning assignments may be of interest to undergraduate public health programs at both liberal arts colleges and research universities.

  10. A Servant of Two Masters: Designing Research To Advance Knowledge and Practice.

    Science.gov (United States)

    James, Mary; Pedder, David; Swaffield, Sue; Conner, Colin; Frost, David; MacBeath, John

    This paper describes aspects of the design and implementation of "Learning How To Learnin Classrooms, Schools, and Networks," a major development and research project within the Teaching and Learning Research Programme in the United Kingdom. It focuses on how a group of Cambridge academics and researchers, working in partnership with other…

  11. Blended Learning in Vocational Education: Teachers' Conceptions of Blended Learning and Their Approaches to Teaching and Design

    Science.gov (United States)

    Bliuc, Ana-Maria; Casey, Grant; Bachfischer, Agnieszka; Goodyear, Peter; Ellis, Robert A.

    2012-01-01

    This paper presents research exploring teachers' experiences of using blended learning in vocational education. Teachers involved in designing and teaching using blended learning from a major Australian vocational education provider participated in the study. They received open-ended questionnaires asking to describe their conceptions of blended…

  12. The Effect of Universal Design for Learning (UDL) Application on E-Learning Acceptance: A Structural Equation Model

    Science.gov (United States)

    Al-Azawei, Ahmed; Parslow, Patrick; Lundqvist, Karsten

    2017-01-01

    Standardising learning content and teaching approaches is not considered to be the best practice in contemporary education. This approach does not differentiate learners based on their individual abilities and preferences. The present research integrates a pedagogical theory "Universal Design for Learning" ("UDL") with an…

  13. Galileo Educational Network: Creating, Researching, and Supporting 21st Century Learning

    Science.gov (United States)

    Friesen, Sharon

    2009-01-01

    School and classroom structures designed to meet the needs of the industrial past cannot "maintain the temperature required for sustaining life." Recent learning sciences research findings compel educators to invent new learning environments better suited to meet the demands of the 21st century. These new learning environments require…

  14. System 80+{trademark} standard design incorporates radiation protection lessons learned

    Energy Technology Data Exchange (ETDEWEB)

    Crom, T.D.; Naugle, C.L. [Duke Engineering & Services, Inc., Charlotte, NC (United States); Turk, R.S. [ABB Combustion Engineering Nuclear Power, Windsor, CT (United States)

    1995-03-01

    Many lessons have been learned from the current generation of nuclear plants in the area of radiation protection. The following paper will outline how the lessons learned have been incorporated into the design and operational philosophy of the System 80+{trademark} Standard Design currently under development by ABB Combustion Engineering (ABB-CE) with support from Duke Engineering and Services, Inc. and Stone and Webster Engineering Corporation in the Balance-of-Plant design. The System 80+{trademark} Standard Design is a complete nuclear power plant for national and international markets, designed in direct response to utility needs for the 1990`s, and scheduled for Nuclear Regulatory Commission (NRC) Design Certification under the new standardization rule (10 CFR Part 52). System 80+{trademark} is a natural extension of System 80{sup R} technology, an evolutionary change based on proven Nuclear Steam Supply System (NSSS) in operation at Palo Verde in Arizona and under construction at Yonggwang in the Republic of Korea. The System 80+{trademark} Containment and much of the Balance of Plant design is based upon Duke Power Company`s Cherokee Plant, which was partially constructed in the late 1970`s, but, was later canceled (due to rapid declined in electrical load growth). The System 80+{trademark} Standard Design meets the requirements given in the Electric Power Research Institute (EPRI) Advanced Light Water Reactor (ALWR) Requirements Document. One of these requirements is to limit the occupational exposure to 100 person-rem/yr. This paper illustrates how this goal can be achieved through the incorporation of lessons learned, innovative design, and the implementation of a common sense approach to operation and maintenances practices.

  15. Design and Implementation of Collaborative Research Approaches

    Science.gov (United States)

    Venti, Mike W.; Berger, David E.

    2009-01-01

    This poster reviews the collarborative research approaches that NASA has been designing and implementing for the Integrated Vehicle Health Management (IVHM) Project. The inputs for the technical plan are reviewed, the Research Test and Integration Plan (RTIP) WIKI, is used to create and propose a multi-themed and multi-partner research testing opportunities. The outputs are testing opportunities.

  16. Ubiquitous Surveys Reveal Shallow Research Designs (Commentary).

    Science.gov (United States)

    McDaniel, Charles-Gene

    1990-01-01

    Criticizes the large amount of often irrelevant, poorly designed, and poorly written quantitative journalism research. Notes that journalism education and mass communication education research published in scholarly journals is largely ignored by professional journalists, who find more value in the qualitative research reported in the journalism…

  17. A New Design Approach to Game-Based learning

    DEFF Research Database (Denmark)

    Larsen, Lasse Juel

    2012-01-01

    to ground the student’s reason to learn. This paper proposes a different approach: using visualisation in immersive 3D worlds as both documentation of learning progress and as a reward system which motivates further learning. The overall design idea is to build a game based learning system from three......This paper puts forward a new design perspective for gamebased learning. The general idea is to abandon the long sought-after dream of designing a closed learning system, where students in both primary and secondary school could learn – without the interference of teachers – whatever subject......-based learning system, but will also confront aspects of modern learning theory, especially the notion of reference between the content of an assignment and the reality with which it should or could be connected (situated learning). The second idea promotes a way of tackling the common experience of the average...

  18. Proceedings of the 5th International Conference on Designs for Learning

    DEFF Research Database (Denmark)

    papers. The accepted papers revolve around a broad range of research subjects and practices within the conference theme. These include methodological questions, discussions of design-based research, presentations of educational designs and discussions of perspectives on designs for learning as self-regulated...

  19. Lessons Learned from Applying Design Thinking in a NASA Rapid Design Study in Aeronautics

    Science.gov (United States)

    McGowan, Anna-Maria; Bakula, Casey; Castner, Raymond

    2017-01-01

    In late 2015, NASA's Aeronautics Research Mission Directorate (ARMD) funded an experiment in rapid design and rapid teaming to explore new approaches to solving challenging design problems in aeronautics in an effort to cultivate and foster innovation. This report summarizes several lessons learned from the rapid design portion of the study. This effort entailed learning and applying design thinking, a human-centered design approach, to complete the conceptual design for an open-ended design challenge within six months. The design challenge focused on creating a capability to advance experimental testing of autonomous aeronautics systems, an area of great interest to NASA, the US government as a whole, and an entire ecosystem of users and developers around the globe. A team of nine civil servant researchers from three of NASA's aeronautics field centers with backgrounds in several disciplines was assembled and rapidly trained in design thinking under the guidance of the innovation and design firm IDEO. The design thinking process, while used extensively outside the aerospace industry, is less common and even counter to many practices within the aerospace industry. In this report, several contrasts between common aerospace research and development practices and design thinking are discussed, drawing upon the lessons learned from the NASA rapid design study. The lessons discussed included working towards a design solution without a set of detailed design requirements, which may not be practical or even feasible for management to ascertain for complex, challenging problems. This approach allowed for the possibility of redesigning the original problem statement to better meet the needs of the users. Another lesson learned was to approach problems holistically from the perspective of the needs of individuals that may be affected by advances in topic area instead of purely from a technological feasibility viewpoint. The interdisciplinary nature of the design team also

  20. Designing Applications for Physics Learning: Facilitating High School Students' Conceptual Understanding by Using Tablet PCs

    Science.gov (United States)

    Wang, June-Yi; Wu, Hsin-Kai; Chien, Sung-Pei; Hwang, Fu-Kwun; Hsu, Ying-Shao

    2015-01-01

    So far relatively little research in education has explored the pedagogical and learning potentials of applications (Apps) on tablet PCs (TPCs). Drawing upon research on learning technologies and taking an embodied perspective, this study first identified educational functionalities of TPCs and generated guidelines to design educational Apps for…

  1. Research Design – Composition, Configuration and Interdependencies

    DEFF Research Database (Denmark)

    Kastberg, Peter

    2016-01-01

    In this essay I will present an integrative view on research design. I will introduce what I take to be the skeleton components of any research design within the social sciences, i.e. the elements of research question, philosophy of science, methodology, method and data. With this as my point...... of departure I will go on to focus on a presentation, a discussion and an evaluation of a new appreciation of the interdependencies of the elements in the research design. An appreciation that favors a relational rather than an atomistic outlook and which gives rise to an ecological conceptualization......). At a more concrete level, it aims at presenting an idea of research design which would – hopefully – be an inspiration to (young) scholars....

  2. Experimental design research approaches, perspectives, applications

    CERN Document Server

    Stanković, Tino; Štorga, Mario

    2016-01-01

    This book presents a new, multidisciplinary perspective on and paradigm for integrative experimental design research. It addresses various perspectives on methods, analysis and overall research approach, and how they can be synthesized to advance understanding of design. It explores the foundations of experimental approaches and their utility in this domain, and brings together analytical approaches to promote an integrated understanding. The book also investigates where these approaches lead to and how they link design research more fully with other disciplines (e.g. psychology, cognition, sociology, computer science, management). Above all, the book emphasizes the integrative nature of design research in terms of the methods, theories, and units of study—from the individual to the organizational level. Although this approach offers many advantages, it has inherently led to a situation in current research practice where methods are diverging and integration between individual, team and organizational under...

  3. Learning from participatory design projects across industries

    DEFF Research Database (Denmark)

    Broberg, Ole; Souza da Conceição, Carolina

    2017-01-01

    Summative Statement: A preliminary framework for participatory design projects (PDP) was developed based on a retrospective analysis of five PDPs across different industries. The framework may serve as a guidance for planning and conducting PDPs. Problem statement: A growing number of experiences...... with participatory design or participatory ergonomics projects have been gained within the field of macro-ergonomics. It is suggested that the Participatory Ergonomics Framework (PEF) validated by Haines et al. (2002) needs to be updated based on these experiences and hence more focussed on design activities....... Research Objective / Question: The objective of this study was to update and design-orient the PEF based on experiences with PDPs within the last ten years. Methodology: Five participatory design projects across different industries were systematically analyzed and compared in order to develop a framework...

  4. A Framework for the Flexible Content Packaging of Learning Objects and Learning Designs

    Science.gov (United States)

    Lukasiak, Jason; Agostinho, Shirley; Burnett, Ian; Drury, Gerrard; Goodes, Jason; Bennett, Sue; Lockyer, Lori; Harper, Barry

    2004-01-01

    This paper presents a platform-independent method for packaging learning objects and learning designs. The method, entitled a Smart Learning Design Framework, is based on the MPEG-21 standard, and uses IEEE Learning Object Metadata (LOM) to provide bibliographic, technical, and pedagogical descriptors for the retrieval and description of learning…

  5. Blended Learning at the Boundary: Designing a New Internship

    Science.gov (United States)

    Heckman, Robert; Østerlund, Carsten S.; Saltz, Jeffrey

    2015-01-01

    This paper explores how blended learning can enhance learning at the boundary between academia and industry, and make possible the design of a new kind of internship. Boundary theory proposes that socio-cultural discontinuities between different environments create opportunities for learning. Blended learning pedagogy makes it possible to make the…

  6. Exploring the Effectiveness of Blended Learning in Interior Design Education

    Science.gov (United States)

    Afacan, Yasemin

    2016-01-01

    This study explores how blended learning can contribute to interior design students' learning outcomes, their engagement with non-studio courses and affect their learning achievements. Within the framework of the study, a blended learning experience was carried out in "IAED 342 Building Performance" module at Bilkent University, Turkey.…

  7. Web Interface Design Principles for Adults' Self-Directed Learning

    Science.gov (United States)

    Firat, Mehmet; Sakar, A. Nurhan; Kabakci Yurdakul, Isil

    2016-01-01

    One of the most important features which e-learning tools and environments must possess within the scope of lifelong learning is self-directed learning, which can be considered as a form of self-learning. The aim of this study was to determine, based on the views and recommendations of experts, interface design principles for the development of…

  8. Research-based design & design-based research: Affordances, limitations and synergies

    NARCIS (Netherlands)

    McKenney, Susan

    2015-01-01

    Research-based design is an orientation to educational development that is explicitly informed by existing research as well as formative evaluation. Design-based research is a genre of inquiry in which the design of innovative solutions to problems in educational practice provides the context for

  9. Design A Situated Learning Environment Using Mixed Reality Technology - A Case Study

    OpenAIRE

    Rasimah Che Mohd Yusoff; Halimah Badioze Zaman; Azlina Ahmad

    2010-01-01

    Mixed Reality (MR) is one of the newest technologies explored in education. It promises the potential to promote teaching and learning and making learners- experience more "engaging". However, there still lack of research on designing a virtual learning environment using MR technology. In this paper, we describe the Mixed Reality technology, the characteristics of situated learning as instructional design for virtual environment using mixed reality technology. We also exp...

  10. Design and construction of multi research reactor

    International Nuclear Information System (INIS)

    1985-05-01

    This is the report about design and construction of multi research reactor, which introduces the purpose and necessity of the project, business contents, plan of progress of project and budget for the project. There are three appendixes about status of research reactor in other country, a characteristic of research reactor, three charts about evaluation, process and budget for the multi research reactor and three drawings for the project.

  11. Quasi experimental designs in pharmacist intervention research.

    Science.gov (United States)

    Krass, Ines

    2016-06-01

    Background In the field of pharmacist intervention research it is often difficult to conform to the rigorous requirements of the "true experimental" models, especially the requirement of randomization. When randomization is not feasible, a practice based researcher can choose from a range of "quasi-experimental designs" i.e., non-randomised and at time non controlled. Objective The aim of this article was to provide an overview of quasi-experimental designs, discuss their strengths and weaknesses and to investigate their application in pharmacist intervention research over the previous decade. Results In the literature quasi experimental studies may be classified into five broad categories: quasi-experimental design without control groups; quasi-experimental design that use control groups with no pre-test; quasi-experimental design that use control groups and pre-tests; interrupted time series and stepped wedge designs. Quasi-experimental study design has consistently featured in the evolution of pharmacist intervention research. The most commonly applied of all quasi experimental designs in the practice based research literature are the one group pre-post-test design and the non-equivalent control group design i.e., (untreated control group with dependent pre-tests and post-tests) and have been used to test the impact of pharmacist interventions in general medications management as well as in specific disease states. Conclusion Quasi experimental studies have a role to play as proof of concept, in the pilot phases of interventions when testing different intervention components, especially in complex interventions. They serve to develop an understanding of possible intervention effects: while in isolation they yield weak evidence of clinical efficacy, taken collectively, they help build a body of evidence in support of the value of pharmacist interventions across different practice settings and countries. However, when a traditional RCT is not feasible for

  12. Living Design Memory: Framework, Implementation, Lessons Learned.

    Science.gov (United States)

    Terveen, Loren G.; And Others

    1995-01-01

    Discusses large-scale software development and describes the development of the Designer Assistant to improve software development effectiveness. Highlights include the knowledge management problem; related work, including artificial intelligence and expert systems, software process modeling research, and other approaches to organizational memory;…

  13. Schematic representation of case study research designs.

    Science.gov (United States)

    Rosenberg, John P; Yates, Patsy M

    2007-11-01

    The paper is a report of a study to demonstrate how the use of schematics can provide procedural clarity and promote rigour in the conduct of case study research. Case study research is a methodologically flexible approach to research design that focuses on a particular case - whether an individual, a collective or a phenomenon of interest. It is known as the 'study of the particular' for its thorough investigation of particular, real-life situations and is gaining increased attention in nursing and social research. However, the methodological flexibility it offers can leave the novice researcher uncertain of suitable procedural steps required to ensure methodological rigour. This article provides a real example of a case study research design that utilizes schematic representation drawn from a doctoral study of the integration of health promotion principles and practices into a palliative care organization. The issues discussed are: (1) the definition and application of case study research design; (2) the application of schematics in research; (3) the procedural steps and their contribution to the maintenance of rigour; and (4) the benefits and risks of schematics in case study research. The inclusion of visual representations of design with accompanying explanatory text is recommended in reporting case study research methods.

  14. Multidimensional (OLAP) Analysis for Designing Dynamic Learning Strategy

    Science.gov (United States)

    Rozeva, A.; Deliyska, B.

    2010-10-01

    Learning strategy in an intelligent learning system is generally elaborated on the basis of assessment of the following factors: learner's time for reaction, content of the learning object, amount of learning material in a learning object, learning object specification, e-learning medium and performance control. Current work proposes architecture for dynamic learning strategy design by implementing multidimensional analysis model of learning factors. The analysis model concerns on-line analytical processing (OLAP) of learner's data structured as multidimensional cube. Main components of the architecture are analysis agent for performing the OLAP operations on learner data cube, adaptation generator and knowledge selection agent for performing adaptive navigation in the learning object repository. The output of the analysis agent is involved in dynamic elaboration of learning strategy that fits best to learners profile and behavior. As a result an adaptive learning path for individual learner and for learner groups is generated.

  15. Research-design model for professional development of teachers: Designing lessons with physics education research

    Science.gov (United States)

    Eylon, Bat-Sheva; Bagno, Esther

    2006-12-01

    How can one increase the awareness of teachers to the existence and importance of knowledge gained through physics education research (PER) and provide them with capabilities to use it? How can one enrich teachers’ physics knowledge and the related pedagogical content knowledge of topics singled out by PER? In this paper we describe a professional development model that attempts to respond to these needs. We report on a study of the model’s implementation in a program for 22 high-school experienced physics teachers. In this program teachers (in teams of 5-6) developed during a year and a half (about 330h ), several lessons (minimodules) dealing with a topic identified as problematic by PER. The teachers employed a systematic research-based approach and used PER findings. The program consisted of three stages, each culminating with a miniconference: 1. Defining teaching and/or learning goals based on content analysis and diagnosis of students’ prior knowledge. 2. Designing the lessons using PER-based instructional strategies. 3. Performing a small-scale research study that accompanies the development process and publishing the results. We describe a case study of one of the groups and bring evidence that demonstrates how the workshop advanced: (a) Teachers’ awareness of deficiencies in their own knowledge of physics and pedagogy, and their perceptions about their students’ knowledge; (b) teachers’ knowledge of physics and physics pedagogy; (c) a systematic research-based approach to the design of lessons; (d) the formation of a community of practice; and (e) acquaintance with central findings of PER. There was a clear effect on teachers’ practice in the context of the study as indicated by the materials brought to the workshop. The teachers also reported that they continued to use the insights gained, mainly in the topics that were investigated by themselves and by their peers.

  16. Research-design model for professional development of teachers: Designing lessons with physics education research

    Directory of Open Access Journals (Sweden)

    Esther Bagno

    2006-09-01

    Full Text Available How can one increase the awareness of teachers to the existence and importance of knowledge gained through physics education research (PER and provide them with capabilities to use it? How can one enrich teachers’ physics knowledge and the related pedagogical content knowledge of topics singled out by PER? In this paper we describe a professional development model that attempts to respond to these needs. We report on a study of the model’s implementation in a program for 22 high-school experienced physics teachers. In this program teachers (in teams of 5-6 developed during a year and a half (about 330 h , several lessons (minimodules dealing with a topic identified as problematic by PER. The teachers employed a systematic research-based approach and used PER findings. The program consisted of three stages, each culminating with a miniconference: 1. Defining teaching and/or learning goals based on content analysis and diagnosis of students’ prior knowledge. 2. Designing the lessons using PER-based instructional strategies. 3. Performing a small-scale research study that accompanies the development process and publishing the results. We describe a case study of one of the groups and bring evidence that demonstrates how the workshop advanced: (a Teachers’ awareness of deficiencies in their own knowledge of physics and pedagogy, and their perceptions about their students’ knowledge; (b teachers’ knowledge of physics and physics pedagogy; (c a systematic research-based approach to the design of lessons; (d the formation of a community of practice; and (e acquaintance with central findings of PER. There was a clear effect on teachers’ practice in the context of the study as indicated by the materials brought to the workshop. The teachers also reported that they continued to use the insights gained, mainly in the topics that were investigated by themselves and by their peers.

  17. Research-design model for professional development of teachers: Designing lessons with physics education research

    Directory of Open Access Journals (Sweden)

    Bat-Sheva Eylon

    2006-09-01

    Full Text Available How can one increase the awareness of teachers to the existence and importance of knowledge gained through physics education research (PER and provide them with capabilities to use it? How can one enrich teachers’ physics knowledge and the related pedagogical content knowledge of topics singled out by PER? In this paper we describe a professional development model that attempts to respond to these needs. We report on a study of the model’s implementation in a program for 22 high-school experienced physics teachers. In this program teachers (in teams of 5-6 developed during a year and a half (about 330h, several lessons (minimodules dealing with a topic identified as problematic by PER. The teachers employed a systematic research-based approach and used PER findings. The program consisted of three stages, each culminating with a miniconference: 1. Defining teaching and/or learning goals based on content analysis and diagnosis of students’ prior knowledge. 2. Designing the lessons using PER-based instructional strategies. 3. Performing a small-scale research study that accompanies the development process and publishing the results. We describe a case study of one of the groups and bring evidence that demonstrates how the workshop advanced: (a Teachers’ awareness of deficiencies in their own knowledge of physics and pedagogy, and their perceptions about their students’ knowledge; (b teachers’ knowledge of physics and physics pedagogy; (c a systematic research-based approach to the design of lessons; (d the formation of a community of practice; and (e acquaintance with central findings of PER. There was a clear effect on teachers’ practice in the context of the study as indicated by the materials brought to the workshop. The teachers also reported that they continued to use the insights gained, mainly in the topics that were investigated by themselves and by their peers.

  18. Student Approaches to Learning and Studying. Research Monograph.

    Science.gov (United States)

    Biggs, John B.

    A common thread in contemporary research in student learning refers to the ways in which students go about learning. A theory of learning is presented that accentuates the interaction between the person and the situation. Research evidence implies a form of meta-cognition called meta-learning, the awareness of students of their own learning…

  19. Design of Mobile Learning strategies through blended learning enviroment

    Directory of Open Access Journals (Sweden)

    Oscar Boude Figueredo

    2017-06-01

    Full Text Available This paper presents the results of an investigation that developed in the municipality of Fusagasuga in late 2013 by the University of La Sabana are presented, whose objective was to determine the contribution of a process of teacher training in the design of strategies for mobile learning. A methodological level a qualitative study, with exploratory scope, was conducted through a case study. In it, 245 teachers participated in 13 educational institu-tions. The main results show that teachers recognize the importance of using mobile devices to support the development of their teaching practices, and promote the participation of their students as well as some aspects that hinder and facilitate the development of this type of training processes. The main conclusion is that although the use of devices is increasingly in classrooms, this use does not respond to a didactic planning by the teacher.

  20. Phenomenological Research Method, Design and Procedure: A ...

    African Journals Online (AJOL)

    Phenomenological Research Method, Design and Procedure: A Phenomenological Investigation of the Phenomenon of Being-in-Community as Experienced by Two Individuals Who Have Participated in a Community Building Workshop.

  1. Scaling Research Results: Design and Evaluation | IDRC ...

    International Development Research Centre (IDRC) Digital Library (Canada)

    Design and evaluation The project will provide helpful guidance to IDRC management and ... scaling and programming for scalable research Offer the monograph in multiple forms, ... Asian outlook: New growth dependent on new productivity.

  2. Evaluating an artifact in design science research

    CSIR Research Space (South Africa)

    Herselman, M

    2015-09-01

    Full Text Available In this paper, we describe the iterative evaluation of an artifact developed through the application of Design Science Research (DSR) methodology in a resource constrained environment. In the DSR process the aspect of evaluation is often done...

  3. A New Design Approach to game or play based learning

    DEFF Research Database (Denmark)

    Larsen, Lasse Juel

    to ground the students sense of meaning. This paper proposes another approach: using visualization in immersive 3D-worlds as documentation of learning progress while at the same time constituting a reward system which motivate further learning. The overall design idea is to build a game based learning......Abstract: The present paper proposes a new design perspective for game based learning. The general idea is to abandon the long and sought after dream of designing a closed learning system, where students from elementary school to high school without teachers’ interference could learn whatever...... game based learning system, but also confront aspects of modern learning theory especially the notion of reference between content of an assignment and the reality with which it should or could be connected (situated learning). The second idea promotes a way to tackle the common experience...

  4. iPad Learning Ecosystem: Developing Challenge-Based Learning Using Design Thinking

    Science.gov (United States)

    Marin, Catalina; Hargis, Jace; Cavanaugh, Cathy

    2013-01-01

    In order to maximize college English language students' learning, product development, 21st Century skills and engagement with real world meaningful challenges, a course was designed to integrate Challenge Based Learning (CBL) and iPad mobile learning technology. This article describes the course design, which was grounded in design thinking, and…

  5. Using Data to Understand How to Better Design Adaptive Learning

    Science.gov (United States)

    Liu, Min; Kang, Jina; Zou, Wenting; Lee, Hyeyeon; Pan, Zilong; Corliss, Stephanie

    2017-01-01

    There is much enthusiasm in higher education about the benefits of adaptive learning and using big data to investigate learning processes to make data-informed educational decisions. The benefits of adaptive learning to achieve personalized learning are obvious. Yet, there lacks evidence-based research to understand how data such as user behavior…

  6. Research Designs and Special Education Research: Different Designs Address Different Questions

    Science.gov (United States)

    Cook, Bryan G.; Cook, Lysandra

    2016-01-01

    The aim of this article is to provide practitioners and other nonresearchers a basic understanding of research designs to aid in appropriately interpreting and applying research findings in special education. Research design provides the blueprint for conducting a research study and shapes what kind of knowledge is generated by the study. We…

  7. Designing an Interactive Multimedia Environment for Learning and Aiding Troubleshooting

    National Research Council Canada - National Science Library

    Kolodner, Janet

    1997-01-01

    .... However troubleshooting is a complex process both to learn and perform. This report examines the prospects for designing an interactive learning environment that helps users acquire and engage in effective troubleshooting...

  8. What learning theories can teach us in designing neurofeedback treatments.

    Science.gov (United States)

    Strehl, Ute

    2014-01-01

    Popular definitions of neurofeedback point out that neurofeedback is a process of operant conditioning which leads to self-regulation of brain activity. Self-regulation of brain activity is considered to be a skill. The aim of this paper is to clarify that not only operant conditioning plays a role in the acquisition of this skill. In order to design the learning process additional references have to be derived from classical conditioning, two-process-theory and in particular from skill learning and research into motivational aspects. The impact of learning by trial and error, cueing of behavior, feedback, reinforcement, and knowledge of results as well as transfer of self-regulation skills into everyday life will be analyzed in this paper. In addition to these learning theory basics this paper tries to summarize the knowledge about acquisition of self-regulation from neurofeedback studies with a main emphasis on clinical populations. As a conclusion it is hypothesized that learning to self-regulate has to be offered in a psychotherapeutic, i.e., behavior therapy framework.

  9. What learning theories can teach us in designing neurofeedback treatments

    Directory of Open Access Journals (Sweden)

    Ute eStrehl

    2014-11-01

    Full Text Available Popular definitions of neurofeedback point out that neurofeedback is a process of operant conditioning which leads to self-regulation of brain activity. Self-regulation of brain activity is considered to be a skill. The aim of this paper is to clarify that not only operant conditioning plays a role in the acquisition of this skill. In order to design the learning process additional references have to be derived from classical conditioning, two-process-theory and in particular from skill learning and research into motivational aspects. The impact of learning by trial and error, cueing of behavior, feedback, reinforcement, and knowledge of results as well as transfer of self-regulation skills into everyday life will be analyzed in this paper. In addition to these learning theory basics this paper tries to summarize the knowledge about acquisition of self-regulation from neurofeedback studies with a main emphasis on clinical populations. As a conclusion it is hypothesized that learning to self-regulate has to be offered in a psychotherapeutic, i.e. behavior therapy framework.

  10. Research with and by people with learning disabilities.

    Science.gov (United States)

    Durell, Shirley

    Many people with learning disabilities are frequently excluded from active involvement in research and, as a result, along with researchers, have questioned research processes. These discussions have influenced how research is undertaken by, and with, people who have learning disabilities. Learning disability research is now increasingly framed as inclusive. This article explores the development of inclusive learning disability research by tracing its background and influences, identifying key characteristics and highlighting some of the challenges in its application. It demonstrates how inclusive research can give people with learning disabilities a voice that will help to inform practice.

  11. Volunteer Educators' Influence on Youth Participation and Learning in 4-H STEM Learning by Design Programs

    Science.gov (United States)

    Worker, Steven Michael

    practices, STEM content learning, strengthening of tool competencies, learning dispositions, and psychological ownership - however, their expression, manifestation, and opportunities were afforded and/or constrained by the various participation structures. Furthermore, conflicts were evidenced in the use of participation structures; emphasis of educators on formal reasoning and planning versus youth preference for hands-on tinkering; and tensions amongst youth peers while engaging in design teams. Two themes emerged regarding the educators' pedagogy: adaptations in response to structural and curricular constraints and pedagogical approach influenced by self-identification with a professional field of engineering. This study contributes to our understanding of STEM learning through design in out-of-school time. This research helps clarify the tensions among major co-actors, youth, educator, and curriculum, as the learning environment was co-constructed and how that, in turn, afforded opportunities for youth to learn and develop. This study illuminated the complex negotiations between these co-actors and explored questions about who can and does decide the nature of the activity structures. These co-actors were not without conflict, thus suggesting that these spaces and pedagogies do not exemplify STEM teaching on their own, but neither do they preclude practices that deepen young people's interest and motivation for STEM learning.

  12. Research

    African Journals Online (AJOL)

    A descriptive qualitative research design was used to determine whether participants ... simulation as a teaching method; a manikin offering effective learning; confidence ..... Tesch R. Qualitative Research: Analysis Types and Software Tools.

  13. Educational research methods for researching innovations in teaching, learning and assessment: The nursing lecturer as researcher.

    Science.gov (United States)

    Marks-Maran, Diane

    2015-11-01

    The author, who has had previous experience as a nurse researcher, has been engaged in helping nurse lecturers to undertake evaluation research studies into innovations in their teaching, learning and assessment methods. In order to undertake this work successfully, it was important to move from thinking like a nurse researcher to thinking like an educational researcher and developing the role of the nursing lecturer as researcher of their teaching. This article explores the difference between evaluation and evaluation research and argues for the need to use educational research methods when undertaking evaluation research into innovations in teaching, learning and assessment. A new model for educational evaluation research is presented together with two case examples of the model in use. The model has been tested on over 30 research studies into innovations in teaching, learning and assessment over the past 8 years. Copyright © 2015 Elsevier Ltd. All rights reserved.

  14. Application Design Of Interactive Multimedia Development Based Motion Graphic On Making Fashion Design Learning In Digital Format

    Directory of Open Access Journals (Sweden)

    Winwin Wiana

    2017-05-01

    Full Text Available This study is a research and development aimed at developing multimedia interactive learning based animation as an effort to improve student learning motivation in learning Fashion Design Technology apart from this study also aims to design a learning program courses Fashion Design Technology with a focus on optimizing the use of interactive media in learning process. From this study showed 1 A preliminary study found that the problems faced by students when studying Fashion Design Technology is the student is not optimal when learning designing clothes based computer technology both in terms of learning content learning mechanisms that still uses a linear media and limitations of highly structured learning time. 2 Animation multimedia has the following characteristics a media of learning is convergent interactive self-contained in the sense of giving convenience to users without the guidance of others as multimedia applications can present the material to see more interesting and informative. 3 Design of multimedia learning software developed include the creation of flowcharts storyboards and drafting manuscript of interactive multimedia based animation. 4 Based on the results of validation by multimedia experts obtained an average percentage of 85.55 viability of the material experts obtained an average percentage of 90.84 viability and by students as users gained an average percentage of 96.38 eligibility so it can be said that the standard of the feasibility of interactive multimedia based animation developed is included in the category of Very High or Very Good. Furthermore experts agree that the development of interactive multimedia based animation on learning Fashion Design Technology can be used with some aspects that need to be improved to obtain higher levels of feasibility more optimal.

  15. Didaktisk design af et pervasive learning game

    DEFF Research Database (Denmark)

    Oldenskov, Joakim; Westergren, Jens; Frank, Anders Bredahl

    2010-01-01

    Projektet er et studie i det teoretiske grundlag for, og en empirisk undersøgelse, af en prototype for et didaktisk design af et pervasive learning game. Der arbejdes overordnet med udviklingen af et didaktisk design af et læringsspil som kombinerer mobile teknologier, det fysiske rum og eleverne...... game med en analyse af legen og motivationen iboende spillet. I det læringsteoretiske felt inddrages og diskuteres forskellige tilgange til læring og pervasive games, som alle repræsenterer et socialkonstruktivistisk syn på læring. Det didaktiske design danner grundlag for et prototypedesign af et...... funktionalitet som en del af undervisningen. Det er afgørende at teknologien er pålidelig og er let at gå til, da det er kernefunktionen i denne type af spil. Legens rolle er vigtig for motivationen, men må ikke overtage de formelle krav til den undervisning, som spillet er del af. Det var entydigt omkring...

  16. Accessible Article: Involving People with Learning Disabilities in Research

    Science.gov (United States)

    Garbutt, Ruth; Tattersall, John; Dunn, Jo; Boycott-Garnett, Rachel

    2010-01-01

    This is an article that talks about our research about sex and relationships for people with learning disabilities. It talks about how people with learning disabilities have been fully involved in the research. (Contains 2 footnotes.)

  17. The Learning of Biology: A Structural Basis for Future Research

    Science.gov (United States)

    Murray, Darrel L.

    1977-01-01

    This article reviews recent research studies and experiences relating the learning theories of Ausubel to biology instruction. Also some suggestions are made for future research on the learning of biology. (MR)

  18. Design science research as research approach in doctoral studies

    CSIR Research Space (South Africa)

    Kotzé, P

    2015-08-01

    Full Text Available Since the use of design science research (DSR) gained momentum as a research approach in information systems (IS), the adoption of a DSR approach in postgraduate studies became more acceptable. This paper reflects on a study to investigate how a...

  19. An overview of research designs relevant to nursing: Part 1: quantitative research designs

    OpenAIRE

    Sousa,Valmi D.; Driessnack,Martha; Mendes,Isabel Amélia Costa

    2007-01-01

    This three part series of articles provides a brief overview of relevant research designs in nursing. The first article in the series presents the most frequently used quantitative research designs. Strategies for non-experimental and experimental research designs used to generate and refine nursing knowledge are described. In addition, the importance of quantitative designs and the role they play in developing evidence-based practice are discussed. Nursing care needs to be determined by the ...

  20. Everyday life; Lived Experiences and Designed Learning

    DEFF Research Database (Denmark)

    Vestbo, Michelle; Helms, Niels Henrik; Dræbel, Tania Aase

    of participating in study life. Inspired by sociological phenomenological approach, the study uses participant observations, interviews and a workshop to explore the life-worlds of daily living of students who train to become professionals of social education or nutrition and health education. The study......Everyday life; Lived Experiences and Designed Learning: Students knowledge cultures and epistemic trajectories in a range of professional bachelor educations Helms, N.H., Vestbo, M., Steenfeldt, V.O., Dræbel, T.A., Hansen, T.A.E., Storm, H., and Schmidt, L.S.K. (University College Zealand......) In this panel the use of different methodological approaches to answer questions about students’ knowledge cultures and epistemic trajectories is discussed. The context is qualitative empirical educational studies in a range of professional bachelor educations; Nursing, Social Education and Nutrition and Health...