Students as Partners in Architectural Design Education

Author(s):  
Sucharita Srirangam ◽  
TamilSalvi Mari ◽  
Sujatavani Gunasagaran ◽  
Foong Peng Veronica Ng

Architectural design study is subjective. In order to aid a new pedagogy that welcomes the diversity of design approaches, the research project funded by Taylor's University incorporates teacher-learner partnerships in curriculum design. Engaging students as partners (SaP) in teaching and learning is an emerging yet contested topic in higher education. The research aims to offer learner-led pedagogy through engaging the SaP. Initially the research offers a critical discourse on various perspectives on design studio teaching pedagogy involving tools, teachers, and procedures. Later moves onto a series of studio observations and interviews with students, made for two consecutive semesters at Taylor's and University Malaya. By keeping the learners at the core, SaP, the subjectivity of designers brought to main focus. The contribution of the paper is a learner-led new pedagogy, on e-learning, for the emerging young learners. The significance is to offer tools for exploring originality in design and therefore to empower the budding designers, the learners in architecture.

2007 ◽  
Vol 32 (2) ◽  
pp. 55-64
Author(s):  
Jamal Al-Qawasmi

The influence of digital media and information technology on architectural design education and practice is increasingly evident. There has been an astonishing shift in the way architecture is being taught and produced. Networked virtual design environments such as the virtual design studio (VDS) have been introduced in many architectural schools as new ways of teaching and learning design. Applying virtual design education in developing countries such as the Arab states brings with it various opportunities and challenges. As a new phenomenon, little research has been done to study the cultural implications of the new virtual design environments (VDE). This paper examines the new paradigm of teaching and learning design virtually and the possible cultural implications of its implementation in developing countries such as the Arab world.


2020 ◽  
Vol 4 (1) ◽  
pp. 73
Author(s):  
Carmen García Sánchez

AbstractInnovative teaching and learning methodologies challenge conventional architectural design education for improved students´ creativity, knowledge, skills and competences. These new strategies can improve students´ engagement, motivation, and attainment, but they also demand a teaching team´s great effort and are linked to a set of difficulties. This article analyses and unfolds the keys of an innovative teaching project proposal conceived as a workshop, which promotes Nature´s interaction with the architecture of the future. The proposal has been devised and planned by me to be developed as a lecturer and postdoctoral researcher, at an Architecture Research and Educational Institution. The project, where the classroom is understood as an architectural laboratory in which the meeting between the subjects Architectural Design and Building Construction takes place, integrates a variety of innovative education methodologies: Gamification, Flipped Classroom, Learning Based on Challenges, Design Thinking and Collective Intelligence. Through it, architecture students are able to improve their creativity and achieve diverse knowledge, strengths and complementary skills. This offers resources for innovative teaching good practice and implementation, to facilitate innovation at the classroom level. It presents tools to overcome the challenges facing innovative learning models in Architecture education. Above all, it aims to foster innovation in architectural design education by empowering and inspiring teachers and other education staff to use innovative teaching methods while sharing best practices and experiences.ResumenLas metodologías innovadoras de educación y aprendizaje desafían la educación convencional del diseño arquitectónico para mejorar la creatividad, el conocimiento, las habilidades y las competencias de los estudiantes de arquitectura. Estas nuevas estrategias pueden mejorar el compromiso, la motivación y los resultados de los estudiantes, además de lograr la permanencia en el tiempo de lo aprendido. Sin embargo, exigen un gran esfuerzo por parte del equipo docente e implican un conjunto de dificultades. Este artículo analiza y revela las claves de una propuesta de proyecto de innovación educativa concebido como taller, que promueve la interacción con la Naturaleza de las arquitecturas del futuro. La misma ha sido ideada por mí para ser desarrollada como profesora e investigadora postdoctoral en una Institución de Educación e Investigación de la Arquitectura. El proyecto, donde el aula se entiende como un laboratorio arquitectónico lugar de encuentro entre las asignaturas de Diseño Arquitectónico y Construcción de Edificios, integra una variedad de metodologías educativas innovadoras: Gamificación, Aula Invertida, Aprendizaje Basado en Retos, Pensamiento de Diseño e Inteligencia Colectiva. A través de él los estudiantes de arquitectura son capaces de mejorar su creatividad y adquirir diversos conocimientos, fortalezas y habilidades complementarias. Este ofrece recursos para la buena práctica e implementación de la innovación educativa, para facilitar la innovación a nivel del aula. Presenta herramientas para superar los desafíos que enfrentan los modelos de aprendizaje innovadores en la educación de Arquitectura. Pero sobre todo fomenta la innovación en la educación del diseño arquitectónico al empoderar e inspirar a los profesores y otros miembros del personal educativo, para que utilicen métodos de enseñanza innovadora mientras comparten su mejor praxis y experiencia.


Author(s):  
Meral Omar ◽  
Shaimaa Kamel ◽  
Doaa Hassan ◽  
Sherif Abdelmohsen

Author(s):  
Youngkyun Baek ◽  
Hoe Kyeung Kim

This chapter describes the process of design and development of the Virtual English Adventure in Second Life. The in-depth description and explanation of designing and developing the tasks and activities involved in the Virtual English Adventure project provides the scale and amount of time and effort required to utilize a virtual tool for educational purposes. The Virtual English Adventure is particularly designed for English teaching and learning. The virtual world configurations, such as level tests, teleporting, missions, e-learning, interaction, gaming, and learning-facilitators, are related to both learning theories and language teaching pedagogy. Based on our own experiences, there are some important recommendations for instructional designers and researchers to consider when they design and develop the educational use of a virtual world.


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