scholarly journals Computational Design Thinking and Physical Computing: Preliminary Observations of a Pilot Study

Robotics ◽  
2020 ◽  
Vol 9 (3) ◽  
pp. 71
Author(s):  
Dochshanov Alden ◽  
Michela Tramonti

Today’s technological development inevitably defies educational approaches in terms of future demand for skills to be imparted. Among other skills, the capacity to operate and communicate effectively within multidisciplinary realms is duly considered as the fundamental one. Educational robotics (ER) and STEM do constitute a suitable framework for the development of these specific skills. Moreover, competences such as computational (CT) and design thinking (DT) have already been nominated as necessary to adapt to the future and relevant for innovation. The years of independent development and evidence of practical implementation justify the maturity of the related methodological approaches and emerging gradual shift towards their combination. In this regard, the actual work presents a pilot experience of the combined application of computational design thinking and educational robotics in the case of a 9-to-11-year-old target audience. The approach utilizes a novel platform developed under the project Coding4Girls combining design thinking and game-based learning and introduces physical computing through consecutive assembling and programming an IR-controlled robot-car. The core of the learning path consists in the development of primary programming skills and their gradual transfer into the physical realm. The method, as the study demonstrates, is capable of helping keep students both motivated and result-oriented throughout the duration of the course.

Author(s):  
Marcelo Leandro Eichler ◽  
Gabriela Trindade Perry ◽  
Ivana Lima Lucchesi ◽  
Thiago Troina Melendez

The acronym STEM – Science, Technology, Engineering, and Mathematics has entered the agenda of educational policies. The development of mobile game-based learning has been seen as a new line of research and technological development in the field of educational technology, STEM education and game design. These fields are rather new and intrinsically multidisciplinary, making it even more exciting. There is a growing interest in Mobile Game related research, whether strictly technological or applied in social contexts. In this chapter, we thought a nice way to connect this data and depict the current scenario would be to break the subject into pieces: Game Design; Affection and Play; Mobile Learning; Games for Learning; Science and Mathematics Education; and lastly, summarizing it in the Games for STEM Education section. Our conclusions point to the fact that we are taking the first steps in a digital game development process for teaching mathematics in the school environment and the acceptance of Smartphones as tools that add value to education.


3D Printing ◽  
2017 ◽  
pp. 361-395 ◽  
Author(s):  
Marco Filippucci ◽  
Fabio Bianconi ◽  
Stefano Andreani

Drawing has always been the most powerful instrument for the conceptualization, interpretation and representation of spaces and forms. Today, the computer screen complements the eye-brain telescope with an additional lens that increases the ability to understand, visualize and ultimately design the built environment. Computational design is dramatically shifting not only established drawing and modeling practices, but also ? and perhaps most importantly ? design thinking processes in the very conception and morphogenesis of forms and of their complex relationships in space. Specifically parametric modeling allows to understand geometry and manipulate shapes in dynamic, articulated and yet intuitive ways, opening up unprecedented design opportunities but also diminishing the importance of the design process for the sake of formal complexity. This chapters offers some insights on the incredible design opportunities offered by new computational instruments, as well as highlighting circumstances in which the act of ‘modeling' takes over the ‘design.'


Author(s):  
Marcelo Leandro Eichler ◽  
Gabriela Trindade Perry ◽  
Ivana Lima Lucchesi ◽  
Thiago Troina Melendez

The acronym STEM (science, technology, engineering, and mathematics) has entered the agenda of educational policies. The development of mobile game-based learning has been seen as a new line of research and technological development in the field of educational technology, STEM education, and game design. These fields are rather new and intrinsically multidisciplinary, making it even more exciting. There is a growing interest in mobile game-related research, whether strictly technological or applied in social contexts. In this chapter, the authors thought a nice way to connect this data and depict the current scenario would be to break the subject into pieces: game design; affection and play; mobile learning; games for learning; science and mathematics education; and lastly, summarizing it in the games for STEM education section. The conclusions point to the fact that we are taking the first steps in a digital game development process for teaching mathematics in the school environment and the acceptance of smartphones as tools that add value to education.


Author(s):  
Marco Filippucci ◽  
Fabio Bianconi ◽  
Stefano Andreani

Drawing has always been the most powerful instrument for the conceptualization, interpretation and representation of spaces and forms. Today, the computer screen complements the eye-brain telescope with an additional lens that increases the ability to understand, visualize and ultimately design the built environment. Computational design is dramatically shifting not only established drawing and modeling practices, but also ? and perhaps most importantly ? design thinking processes in the very conception and morphogenesis of forms and of their complex relationships in space. Specifically parametric modeling allows to understand geometry and manipulate shapes in dynamic, articulated and yet intuitive ways, opening up unprecedented design opportunities but also diminishing the importance of the design process for the sake of formal complexity. This chapters offers some insights on the incredible design opportunities offered by new computational instruments, as well as highlighting circumstances in which the act of ‘modeling' takes over the ‘design.'


2020 ◽  
pp. 146801812095003
Author(s):  
Gulnaz Isabekova

The importance of mutual learning between providers and recipients of development assistance has been emphasised for decades. Nevertheless, its practical implementation remains limited, primarily due to organisational issues and unequal power relations in development aid. Using the ‘design-thinking’ approach, this study demonstrates the possibility of mutual learning utilising the example of the Swiss Red Cross and the Village Health Committees in the Kyrgyz Republic. Based on the related project documentation and interviews with relevant partners, this article provides an insight into the factors enabling mutual learning in practice. It suggests that decentralisation of the organisation, its leadership and response to failures, continuous contact between provider and recipient of development assistance, and emphasis on local expertise contribute to learning. Although context-specific, these findings are essential to understanding the mutual learning in general and taking this phenomenon from theory to practice.


2021 ◽  
pp. 106-117
Author(s):  
В.С. Наумов ◽  
А.Е. Пластинин ◽  
А.Н. Каленков ◽  
Н.С. Родина

При прогнозировании процессов всплытия нефти от подводных источников в условиях открытой воды существует необходимость получения информации в ускоренном временном режиме для эффективного планирования защитных мероприятий в целях минимизации вреда окружающей среде, что возможно достичь совместным применением методов вычислительной гидродинамики и математической статистики. В работе приведено описание усовершенствованной математической модели всплытия нефтепродуктов от подводных источников. В целях повышения функциональности ранее созданной авторами системы уравнений связи для оценки параметров области возможного всплытия нефти увеличен диапазон изменения одного из ключевых независимых факторов – глубина водоема. В качестве факторов рассматривались: время всплытия, площадь области всплытия нефти, скорость глубинных течений, объем и тип разлитого нефтепродукта, глубина водоема. Новая регрессионная модель прогноза подводного движения разлива нефти обеспечивает прогнозирование распространения нефтяного загрязнения на морских акваториях. Представлены результаты оценки качества разработанной регрессионной модели прогноза подводного движения разлива нефти при всплытии, которая позволяет выполнять оценку параметров области всплытия нефти с одновременным учетом процессов растекания и перемещения под действием глубинных течений. Разработана методика прогноза подводного движения разлива нефти и алгоритм ее практической реализации. Определены структуры входных и выходных данных алгоритма. Приведен пример практического применения модели в Балтийском море. When predicting the processes of oil surfacing from underwater sources in open water conditions, there is a need to obtain information in an accelerated time mode for effective planning of protective measures in order to minimize environmental harm, which can be achieved by the combined application of computational fluid dynamics and mathematical statistics. The paper describes an improved mathematical model for the emergence of oil products from underwater sources. In order to increase the functionality of the system of constraint equations previously created by the authors for assessing the parameters of the area of possible oil flooding, the range of variation of one of the key independent factors, the depth of the reservoir, has been increased. The factors considered were the ascent time, the area of the oil surfacing, the speed of deep currents, the volume and type of spilled oil product, and the depth of the reservoir. The new regression model for predicting the underwater movement of an oil spill provides for predicting the spread of oil pollution in offshore areas. The paper presents the results of assessing the quality of the developed regression model for predicting the underwater movement of an oil spill during ascent, which makes it possible to assess the parameters of the area of oil ascending while taking into account the processes of spreading and movement under the influence of deep currents. A method for predicting the underwater movement of an oil spill and an algorithm for its practical implementation have been developed. The structures of the input and output data of the algorithm are determined. An example of the practical application of the model in the Baltic Sea is given.


Author(s):  
José P. Duarte ◽  
Gabriela Celani ◽  
Regiane Pupo

This chapter describes two case studies concerning the introduction of computational design methods and technologies in new undergraduate architectural curricula, one in Portugal and the other in Brazil. In both cases, the immediate goal was to introduce state-of-the-art technologies in the curriculum to promote creative design thinking. The ultimate goals were to fulfill the criteria of intellectual satisfaction, acquisition of specialized professional skills, and contribution for the economic development of society that should underlie university education. The chapter describes the theoretical framework, the various courses and labs that were devised and implemented, as well as the strategies used to implement them. Then it presents the final results and concludes with a discussion of the pros and cons of each strategy. The main lesson drawn from both efforts was that cultural and organizational aspects are at least as important as technical aspects for the successful integration of computer media in architectural education.


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