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Full-Text Articles in Education

Automating Stem Learning By Engaging In Artful-Inspired Play, Katie E. Roth Aug 2016

Automating Stem Learning By Engaging In Artful-Inspired Play, Katie E. Roth

Open Access Theses

A full range of experimental methodologies split between two distinct yet related projects was performed in an effort to define ways to automate STEM learning in artful-inspired play. Both projects aim to offer impactful learning experiences through artful-inspired activities meant to automate STEM (science, technology, engineering, mathematics) learning in children that are both scientifically and non-scientifically inclined. By participating in play that is both fun and engaging, learning is a byproduct of the activity which acts to automatically embed STEM knowledge and experiences within the user. Bridging the gap between STEM and artistic tendencies has the potential to provide a …


Towards Digital Art In Information Society, Montse Arbelo, Joseba Franco Dec 2014

Towards Digital Art In Information Society, Montse Arbelo, Joseba Franco

CLCWeb: Comparative Literature and Culture

In their article "Towards Digital Art in Information Society" Montse Arbelo and Joseba Franco propose the development of the platform of a Network of Experimental Centers be formed by small groups of people who are qualified and who seek optimal operational effectiveness and who dedicate their resources to the production of digital content and we offer artechmedia <http://www.artechmedia.org> as a base point of departure. Such an international network in a collaborative structure based on national networks would make possible to coordinate existing resources to develop social networks, generate and promote content, engage in forums of discussion and creativity workshops, and …


Describing Creativity In Design Across Disciplines, Llew Mann, Yasemin Tekmen Araci Jan 2014

Describing Creativity In Design Across Disciplines, Llew Mann, Yasemin Tekmen Araci

Design Thinking Research Symposium

Creativity is an essential aspect of design thinking. Being able to describe creativity and creative processes is important for developing future designers. While much research has been undertaken describing creativity in design, there is very little investigating how creativity and creative thinking varies across disciplines. A coding scheme involving six separate codes was developed initially from the literature, refined and then used to describe how creativity and creative thinking was apparent in the DTRS 10 datasets of Junior Industrial Design, Graduate Industrial Design, Mechanical Engineering, Choreography and Entrepreneurship. Based on this analysis, conclusions on how creativity and creative thinking varied …


Making Design Pedagogical Content Knowledge Visible Within Design Reviews, Robin Adams, David Radcliffe, Tiago Forin, Mel Chua Jan 2014

Making Design Pedagogical Content Knowledge Visible Within Design Reviews, Robin Adams, David Radcliffe, Tiago Forin, Mel Chua

Design Thinking Research Symposium

Design pedagogical content knowledge (PCK) is the content-specific specialized teacher knowledge that connects the how (pedagogical knowledge) and what (content knowledge) of teaching design. In this study, we make visible the design PCK in three student design reviews: choreography, undergraduate industrial design, and mechanical engineering. We use cognitive apprenticeship and teaching-as-improvisation frameworks to characterize PK, and design judgment, design task strategies, and process management strategies to characterize CK. We identify and describe four patterns of design PCK: scaffolded articulation, driving for meaning and guidance, breaking the 4th wall to create a teaching moment, and “suggest don’t tell”. Theoretical implications …


Peering Into The Discourse Of Industrial Design Training Through A Sustainability Lens, Norman M. Su, Haodan Tan, Eli Blevis Jan 2014

Peering Into The Discourse Of Industrial Design Training Through A Sustainability Lens, Norman M. Su, Haodan Tan, Eli Blevis

Design Thinking Research Symposium

Now well established in HCI, the lens of sustainability may be applied to educational practices in industrial design and interaction design. By sustainability, we mean to include notions of mitigation of the environmental effects of climate change. In this paper, we present an analysis of student projects in a junior and senior industrial design class dataset. Drawing from discourse analysis, we examine how the industrial design classroom serves as a space to socially construct the philosophies and goals inherent in “good” design. We then examine how the lens of sustainability is implicated into the industrial design “way” as espoused by …


Sustainable Systems Thinking In Communication Design Education, Yvette M. Perullo Jan 2013

Sustainable Systems Thinking In Communication Design Education, Yvette M. Perullo

Open Access Theses

Design ingenuity and sustainability can, and should, work together. Designers have an ethical responsibility to provide ideas that do no harm, and better yet, create positive solutions that nourish the environment, social and cultural structures, and the economy. This approach, referred to as sustainable systems thinking--in contrast to more common design approaches--looks at a problem as an integrated component of an entire network. Sustainable systems thinking helps designers, clients, and consumers to consider who or what is connected to the design outcome, where the project will have positive and negative ecological, financial, cultural or social impacts, and make the entire …


Design Strategy For The Development Of Applications For Autism Instruction, Nancy Jean Rasche Jan 2013

Design Strategy For The Development Of Applications For Autism Instruction, Nancy Jean Rasche

Open Access Theses

This paper explains my journey of exploration into the development of a mobile application for children with Autism Spectrum Disorders (ASD) based on researching an area of instructional need. The direction spread to creating a tool to encourage collaboration between designers and educators to generate more mobile application educational opportunities for children with ASD. These two paths of development of touch screen mobile computer (TSMC) applications are explored in this paper. The first path of application development, based on a researched instructional need into improving the comprehension skills of children with ASD by teaching the emergent literacy skill of vocabulary …


Defining Industry Expectations And Misconceptions Of Art And Technology Co-Creativity, Vanessa C. Brasfield Apr 2012

Defining Industry Expectations And Misconceptions Of Art And Technology Co-Creativity, Vanessa C. Brasfield

Department of Computer Graphics Technology Degree Theses

The primary purpose of this study was to establish whether or not students and industry professionals share the same views about what students should be learning in animation education, what skills are necessary, and whether or not students graduating with a bachelor’s degree would be adequately prepared for an entry level position. To establish where misconceptions lie, surveys were issued to three groups: undergraduate students, post-graduate students, and industry professionals. These surveys were then analyzed using paired t-test for validation and question relevance, and ANOVA models to establish whether or not groups shared viewpoints. These data established significance within the …


Preliminary Report To The Purdue Writing Lab: Assessing Usability Of The "New" Online Writing Lab (Owl) Design And Contents, Michael Salvo, H. Allen Brizee, Dana Lynn Driscoll, Morgan Sousa Jun 2006

Preliminary Report To The Purdue Writing Lab: Assessing Usability Of The "New" Online Writing Lab (Owl) Design And Contents, Michael Salvo, H. Allen Brizee, Dana Lynn Driscoll, Morgan Sousa

Purdue Writing Lab/Purdue OWL Research Reports

This report is submitted June 16, 2006 to the Purdue University Writing Lab, specifically to Linda Bergmann, Director; Tammy Conard-Salvo, Associate Director; and Karl Stolley, Lead Web Designer. Intended to inform the ongoing redesign of the Online Writing Lab (OWL), it is written to maintain the highest level of usability and user-centered design of a unique, globally-utilized information resource. This document is a preliminary report limited to initial findings from a five-step usability testing protocol conducted February 25 through March 3, 2006. This testing plan was submitted to Purdue’s Institutional Review Board’s Committee on the Use of Human Subjects (IRB) …


Owl Usability Report: Appendices, Michael Salvo, H. Allen Brizee, Dana Lynn Driscoll, Morgan Sousa Jan 2006

Owl Usability Report: Appendices, Michael Salvo, H. Allen Brizee, Dana Lynn Driscoll, Morgan Sousa

Purdue Writing Lab/Purdue OWL Research Reports

This document includes appendices to the OWL Usability Report and contains survey and testing instruments, testing scripts, and testing data. It also includes information about the Creative Commons licensing associated with the OWL Usability documents produced in 2006.


Purdue Online Writing Lab (Owl) Research Report, Michael Salvo, H. Allen Brizee, Dana Lynn Driscoll, Morgan Sousa Jan 2006

Purdue Online Writing Lab (Owl) Research Report, Michael Salvo, H. Allen Brizee, Dana Lynn Driscoll, Morgan Sousa

Purdue Writing Lab/Purdue OWL Research Reports

This report outlines the history of the Purdue Online Writing Lab (OWL) and details the OWL Usability Project through the summer of 2006. The paper also discusses test methodologies, describes test methods, provides participant demographics, and presents findings and recommendations of the tests. The purpose of this report is to provide researchers, administrators, and pedagogues interested in usability and Writing Labs access to information on the Purdue OWL Usability Project. We hope our findings—and this open source approach to our research—will contribute positively to the corpus on usability and Writing Lab studies.