scholarly journals Beyond The Ordinary: Designing a Mobile-assisted Funds-of-Knowledge-Featured Instructional Framework for English Learners

2021 ◽  
Vol 12 (2) ◽  
pp. 49-58
Author(s):  
Yan Chen

The design and implementation of hybrid, technology-enhanced learning environments is a sophisticated process, especially when incorporating relevant sociocultural factors to support culturally and linguistically diverse students’ learning. In this paper, I review and provide a description of an iterative design process for a mobile-assisted funds-of knowledge (FoK)-featured instructional framework that aims to facilitate middle-school-aged Latinx English Learners’ (ELs) literacy development in writing. The sociocultural lens of FoK considers ELs’ ordinary experiences as assets in creating inclusivity and engaging flow in learning, which are further enhanced by affordances of mobile-based writing applications. More specifically, this design process was achieved through fieldwork situated in a Latinx community and school district in a rural town in the Midwestern United States. The design process was contextualized into four stages: the precedent stage focusing on the formation of the design idea, the framing stage focusing on the preliminary design outline, the co-evolution stage focusing on the development of the designed product, and the prototype stage focusing on experimenting with the designed product through the ELs’ classroom writing practice. This instructional framework emphasizes the transformation of diverse ELs’ ordinary experiences by guiding them through five sequential learning steps: discovering, connecting, writing, sharing, and preserving culture. Formative and summative evaluation techniques were embedded through different research phases, such as a preliminary instrumental case study, an ethnographic case study, and the ELs’ classroom writing practice. This design case provides an example of socioculturally contextualizing the application of emerging technology to mediate learning for diverse student populations.

Author(s):  
Elena Barbera ◽  
Iolanda Garcia ◽  
Marc Fuertes-Alpiste

<p class="3">This paper presents a case study of the co-design process for an online course on Sustainable Development (Degree in Tourism) involving the teacher, two students, and the project researchers. The co-design process was founded on an inquiry-based and technology-enhanced model that takes shape in a set of design principles. The research had two main objectives. Firstly, to identify the moments of change that occur during the co-design process and secondly, to describe the causes and agents that motivate them. This study applied design-based research methodology and used a qualitative approach to collect, analyse, and interpret data. The results show that the co-design methodology led to moderate changes consisting of the progressive construction and refinement of the activities, seeking a sense of continuum throughout by including students’ collaboration. The findings also reveal the main role of each of the actors involved. Thus, the teacher focused on basic instructional design related aspects while students focused on improving the use of resources and learning aids. Researchers helped them to embody and achieve the proposed changes and also acted as mediators of pedagogical concepts and vocabulary. CompendiumLD software was a helpful tool to graphically represent and share the prototyping of the activities and to help analyse the design process.</p>


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


2011 ◽  
Vol 15 (1) ◽  
Author(s):  
Michael L. Fetters ◽  
Tova Garcia Duby

Faculty development programs are critical to the implementation and support of curriculum innovation. In this case study, the authors present lessons learned from ten years of experience in faculty development programs created to support innovation in technology enhanced learning. Stages of curriculum innovation are matched to stages of faculty development, and important lessons for success as well as current challenges are delineated and discussed.


2013 ◽  
Vol 1 (1) ◽  
pp. 158-178
Author(s):  
Urcun John Tanik

Cyberphysical system design automation utilizing knowledge based engineering techniques with globally networked knowledge bases can tremendously improve the design process for emerging systems. Our goal is to develop a comprehensive architectural framework to improve the design process for cyberphysical systems (CPS) and implement a case study with Axiomatic Design Solutions Inc. to develop next generation toolsets utilizing knowledge-based engineering (KBE) systems adapted to multiple domains in the field of CPS design automation. The Cyberphysical System Design Automation Framework (CPSDAF) will be based on advances in CPS design theory based on current research and knowledge collected from global sources automatically via Semantic Web Services. A case study utilizing STEM students is discussed.


Author(s):  
Konstantin Aal ◽  
Anne Weibert ◽  
Kai Schubert ◽  
Mary-Ann Sprenger ◽  
Thomas Von Rekowski

The case study presented in this chapter discusses the design and implementation of an online platform, “come_NET,” in the context of intercultural computer clubs in Germany. This tool was built in close cooperation with the children and adult computer club participants. It was designed to foster the sharing of ideas and experiences across distances, support collaboration, and make skills and expertise accessible to others in the local neighborhood contexts. In particular, the participatory-design process involving the children in the computer clubs fostered a profound understanding of the platform structure and functionalities. The study results show how younger children in particular were able to benefit, as the closed nature of the platform enabled them to gather experience as users of social media, but in a safe and controlled environment.


2014 ◽  
Vol 33 (3) ◽  
pp. 45 ◽  
Author(s):  
David Ward ◽  
James Hahn ◽  
Lori Mestre

<p>This article presents a case study exploring the use of a student Coding Camp as a bottom-up mobile design process to generate library mobile apps. A code camp sources student programmer talent and ideas for designing software services and features.  This case study reviews process, outcomes, and next steps in mobile web app coding camps. It concludes by offering implications for services design beyond the local camp presented in this study. By understanding how patrons expect to integrate library services and resources into their use of mobile devices, librarians can better design the user experience for this environment.</p>


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