Design research of Crowd Funding Platform-based Educational Practice Model Of Donation Design Project

2019 ◽  
Vol 22 (3) ◽  
pp. 70-77
Author(s):  
Go Eun Lee ◽  
Won Jun Son
2020 ◽  
Vol 4 (9) ◽  
Author(s):  
Jing Peng

With the continuous progress and development of modern society, the quality of higher education has received widespread attention. As people’s awareness of physical exercise is gradually strengthening at this stage, the training of professional and applied talents in the field of sports is planning, which has become an important part of the practical teaching process of college physical education.


2021 ◽  
Vol 5 (2) ◽  
Author(s):  
Daranee Lehtonen

Educational design research (EDR) seeks to contribute to both practice and theory by developing solutions that improve educational practice and generating usable and generalisable knowledge. Most EDR researchers tend to focus on reporting their research contributions to educational practice. Therefore, there is a need for disseminating research that pays more attention to the theoretical contributions of EDR so that those outside a particular EDR project can benefit. This paper focuses on the theoretical contributions, particularly the design framework and design methodological knowledge, of a 6-year EDR enquiry that aimed to develop educational technologies that promote primary school mathematics learning and classroom practice. Informed by the literature and direct experiences of working in collaboration with teachers and various disciplines during this iterative study, a design framework for developing real-world educational technologies and guidelines for conducting EDR are proposed. The design framework highlights four essential aspects—content, pedagogy, practice, and technology—that should be considered when developing educational technologies to ensure their educational benefits, feasibility, and successful real-world utilisation and adoption. The proposed guidelines for conducting EDR, such as exploring design alternatives and employing appropriate design construction and evaluation methods, can assist other researchers, including a single doctoral student, in embracing opportunities and overcoming the challenges that may emerge.


2021 ◽  
Vol 3 ◽  
Author(s):  
Viktor Bedö

Prompted by Catch the Bus, an experimental street game design project with and for autonomous buses, this study explores strategies to substantiate the speculation about other-than-human perspectives. It builds on philosophical arguments about the role of species similarity in grasping nonhuman experience and applies these arguments to thing perspectives. Gameplay and props from Catch the Bus instantiate a kind of similarity between human players and autonomous buses that emerges through the adoption of certain choreographies and sensing capabilities. The study contributes theoretical arguments to the debate of other-than-human perspectives in more-than-human design.


2021 ◽  
Vol 28 (1) ◽  
pp. 1-28
Author(s):  
Kim Halskov ◽  
Caroline Lundqvist

Building on the concept “prototypes that filter the design space,” we establish how other kinds of design artifacts and activities (e.g., sketching, tests, concept posters, metaphors, design tools) are equally critical in filtering the design space. We also suggest a parallel term, “informing the design space,” to define how design artifacts and activities expand the design space. We focus on a 16-month, full-scale media architecture design project and zero in on seven of its component events, and use design-space schemas to shed light on the dynamics of the design space with respect to informing and filtering the design space. Our concluding contribution is to propose design-space thinking as a sub-discipline of design research. We argue that this research perspective serves to address the creative aspects of the design process, the generative potential of design-space thinking, and the tools that support design-space thinking and research.


Design Issues ◽  
2016 ◽  
Vol 32 (3) ◽  
pp. 30-41 ◽  
Author(s):  
Sigrun Lurås

Designers are often facing complex design situations which may be challenging to grasp. In this paper I aim at making visible what designers need to make sense of through a systemic model of the design situation presenting the design situation as a system of three interconnected systems: the systems we design; the systems we design for; and the systems we design within. Using the theories of Dewey, Schön and Vickers, I discuss sensemaking and judgment-making in the context of design, and through the model I highlight how we may change the design situation we continuously strive to make sense of through our designs. The model was developed within the design research project Ulstein Bridge Concept, which addressed the design of a ship's bridge. However, it is of a generic nature and is applicable to any design project taking place in a complex context.


2003 ◽  
Vol 69 (3) ◽  
pp. 263-277 ◽  
Author(s):  
Virginia Buysse ◽  
Karen L. Sparkman ◽  
Patricia W. Wesley

This article examines the community of practice model as a framework for integrating educational research and practice. This perspective extends current notions about collaborative inquiry and the role of teacher participation in research aimed at improving educational practices. In addition to defining communities of practice and describing reflective practice and situated learning as the theoretical underpinnings of this approach, the article analyzes applications of this model from the literature and offers suggestions for transforming traditional methods of conducting research on educational practice. The article concludes with a challenge to the field to consider ways to promote dialogue and inquiry to advance our knowledge on this issue.


Design Issues ◽  
2022 ◽  
Vol 38 (1) ◽  
pp. 29-38
Author(s):  
Rodrigo Najar

Abstract Based on a line of inquiry initiated by Dorst, this article explores Foucault's work as a philosophical inspiration for design research and practice. In terms of foucaultian problematization, notions of discourse and problematization— instead of notions of design problems— is an alternative way of dealing with design situations. It is argued that through the problematization of the discourses interwoven in a design project, the designer takes on a critical and political dimension of their own work. In this way, through the project, designers can have the option to critically choose between reinforcing discourses— in case of agreement with them, or subverting discourses— in case of disagreement.


2020 ◽  
Vol 90 (5) ◽  
pp. 627-674 ◽  
Author(s):  
William R. Penuel ◽  
Robbin Riedy ◽  
Michael S. Barber ◽  
Donald J. Peurach ◽  
Whitney A. LeBouef ◽  
...  

A group of collaborative approaches to education research sits uneasily within the existing infrastructure for research and development in the United States. The researchers in this group hold themselves to account to ways of working with schools, families, and communities that are different from the ways envisioned by models for education research promoted in U.S. policies and endorsed by U.S. federal agencies. Those models, widely supported by funders, privilege the research priorities of individual investigators and regularly yield products and findings with little relevance to educational practice. In this article, we review four collaborative approaches: Community-based Design Research, Design-based Implementation Research, Improvement Science in Networked Improvement Communities, and the Strategic Education Research Partnership. Through a participatory process involving developers and advocates for these approaches, we identified a set of interconnected principles related to collaboration, problem solving, and research. Further, we reviewed evidence of these principles in projects belonging to these four approaches. We contend it is worth attempting to understand, build upon, and support enactments of these principles in research proposals and projects, because there is evidence these approaches can promote agency and equity in education. To do so would require the field to develop criteria for judging quality, which peers can use to evaluate individual studies or sets of research; new outcomes by which to measure progress; new venues for developing and giving accounts of research; and an appreciation for the value of developing and cultivating relationships with educators, families, and communities as an integral part of research.


2021 ◽  
Vol 5 (3) ◽  
pp. 14
Author(s):  
Tom Jenkins

This paper presents a research-through-design project to develop and interpret speculative smart home technologies for cohousing communities—Cohousing IoT. Fieldwork at multiple sites coupled to a constructive design research process led to three prototypes designed for cohousing communities: Cohousing Radio, Physical RSVP, and Participation Scales. These were brought back to the communities that inspired them as a form of evaluation, but also to generate new understandings of designing for cohousing. In discussing how they understand these prototypes, this paper offers an account of how research though design generates knowledge that is specific to the conditions and issues that matter to communities. This contributes to design research more broadly in two ways. First, it demonstrates how contemporary ideas of smart home technology are or could be made relevant to broader ways of living in the future. Second, it provides an example of how a design research process can serve to uncover community values, issues, and goals.


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