scholarly journals Evaluation of Educational Strategies in the Design Process of Infrastructure for a Healthy Sustainable Housing Community

2022 ◽  
Vol 13 (4) ◽  
pp. 101665
Author(s):  
Ali Alqahtany ◽  
Rehan Jamil
1992 ◽  
Vol 37 (2) ◽  
pp. 147-148
Author(s):  
H. William Heller

2009 ◽  
Author(s):  
M. Renee Robinson ◽  
Nina Anderson ◽  
Camile Coleman ◽  
Miriam Gilday ◽  
Carlton Dampier

2013 ◽  
Author(s):  
Lori B. Stone ◽  
Abigail Lundquist ◽  
Stefan Ganchev ◽  
Nora Ladjahasan

2019 ◽  
Vol 1 (1) ◽  
pp. 45-60
Author(s):  
Naveed Akram Ansari

Educational strategies are designed to cope with and fulfill the multifarious pedagogical and educational needs of teachers and learners. Moreover, no educational plan can possibly yield the required results without incorporating suitable instructive strategies. This research paper advocates the role and importance of schemas in learning new forms of knowledge and data in the perspective of class room teaching-learning. Cognitive approach is adopted to understand how students learn new forms of knowledge and experiences through different mental processes, quite unlike that of behaviorism. The concept of schema helps us understand how learners can link new pieces of information to the already existing knowledge in their minds. The notion of ‘Constructivist Approach’ has been extracted from the field of educational psychology for triangulation. Extracts are taken from the textbooks of English used in matriculation and intermediate through purposive sampling. Their analysis shows that schemas can play a vital role in enhancing the learning experience and making new forms of knowledge a permanent part of the memory of students which is the ultimate goal of education.


Author(s):  
Catarina LELIS

The brand is a powerful representational and identification-led asset that can be used to engage staff in creative, sustainable and developmental activities. Being a brand the result of, foremost, a design exercise, it is fair to suppose that it can be a relevant resource for the advancement of design literacy within organisational contexts. The main objective of this paper was to test and validate an interaction structure for an informed co-design process on visual brand artefacts. To carry on the empirical study, a university was chosen as case study as these contexts are generally rich in employee diversity. A non-functional prototype was designed, and walkthroughs were performed in five focus groups held with staff. The latter evidenced a need/wish to engage with basic design principles and high willingness to participate in the creation of brand design artefacts, mostly with the purposeof increasing its consistent use and innovate in its representation possibilities, whilst augmenting the brand’s socially responsible values.


Author(s):  
Camilo POTOCNJAK-OXMAN

Stir was a crowd-voted grants platform aimed at supporting creative youth in the early stages of an entrepreneurial journey. Developed through an in-depth, collaborative design process, between 2015 and 2018 it received close to two hundred projects and distributed over fifty grants to emerging creatives and became one of the most impactful programs aimed at increasing entrepreneurial activity in Canberra, Australia. The following case study will provide an overview of the methodology and process used by the design team in conceiving and developing this platform, highlighting how the community’s interests and competencies were embedded in the project itself. The case provides insights for people leading collaborative design processes, with specific emphasis on some of the characteristics on programs targeting creative youth


Author(s):  
Andrea CAPRA ◽  
Ana BERGER ◽  
Daniela SZABLUK ◽  
Manuela OLIVEIRA

An accurate understanding of users' needs is essential for the development of innovative products. This article presents an exploratory method of user centered research in the context of the design process of technological products, conceived from the demands of a large information technology company. The method is oriented - but not restricted - to the initial stages of the product development process, and uses low-resolution prototypes and simulations of interactions, allowing users to imagine themselves in a future context through fictitious environments and scenarios in the ambit of ideation. The method is effective in identifying the requirements of the experience related to the product’s usage and allows rapid iteration on existing assumptions and greater exploration of design concepts that emerge throughout the investigation.


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