Building a Design-Centered STEAM Course

Author(s):  
Antonios Karampelas

This chapter presents the blended-learning, project-based high school STEAM (science, technology, engineering, art, and mathematics) course that has been developed and delivered at the American Community Schools (ACS) Athens. The STEAM course fosters data literacy; critical, creative, and computational thinking; and problem-solving. The topics range from the internet of things, artificial intelligence, and data-based investigations to an introduction to aerospace, electrical, and architectural engineering, in the context of the Fourth Industrial Revolution. Computer-aided design software and the design thinking methodology are the major creative tools students use to experience immersive STEAM learning. The content of the course is described in terms of learning goals, instruction, and assessments, accompanied by instructional material. The transition of the STEAM course to an online setting is also discussed, and the author's reflections are shared.

Author(s):  
V.V. Yakhrichev

Along with digital modeling, the key modern technologies include virtual (VR) and augmented (AR) reality, the use of which is a prerequisite for the implementation of the fourth industrial revolution, also known as Industry 4.0. However, at Russian enterprises, these tools have not become widespread yet. The paper analyzes the possibility of using the tools of virtual and augmented reality and introduces the available Russian instruments. Practical examples consider the application in this area of — one of them — the VRConcept system — in detail. The availability of support in the VRConcept system for the data presentation format of the domestic computer-aided design system Compass-3D simplifies its implementation and use at the enterprise.


2019 ◽  
pp. 97-105
Author(s):  
Р. Д Михайлова ◽  
С. С. Кисіль

Purpose. An analysis of figurative and informative accents of the Landscape Alley with graphic and design tools in the context of modern improvement of the historical landscape of Kyiv. Methodology. Research was conducted to study the object on the basis of historical and art history, functional, architectural and planning, landscape analysis. For a general assessment of the territory, field surveys, analysis of scientific, journalisticsources and design studies of previous years were carried out. Results. The figurative and meaningful dominants of the Landscape Alley in the historical landscape of Kyiv are determined. The essence and features of art and design tools are revealed during the shaping of its art elements, by combining sculpture with design art. It has been established that the Landscape Alley in Kyiv is an example of a new design thinking of fine art, as an option for designing a recreation zone of a metropolis and is determined by symbiosis: landscape, modern urbanism, traditions of fine art and modern design.Scientific novelty. For the first time, the meaning of the figurative and artistic solution for the arrangement of the Landscape Alley, the product of the collaboration of artists and design, was revealed. As a result, the historical landscape has been turned into a modern gaming, entertaining and comfortable recreational space. The content, role and significance of compositions of park sculptures, art objects of sculptural monumental and decorative plastic in the urban environment are determined.Practical significance. The scientific and practical results of the study can be used in the implementation of landscape-recreational design of urban areas – theme parks, squares, with the development of elements of improvement in them; in computer-aided design of the landscape and the subject environment with it; in the practice of image creation in art and design.


2020 ◽  
Vol 1 (1) ◽  
pp. 13-18
Author(s):  
Ronald Bolaños Maroto

An old Chinese proverb says: “What I hear, I forget; what I see, I remember; what I do, I learn”. This wisdom continues to be valid in this 21st century and even more so in this era characterized by the proliferation of new knowledge resulting from accelerated change in all areas of human activity. We are experiencing the Fourth Industrial Revolution, a process as amazing as it is challenging that inevitably leads to reinventing our society - the way we think, relate, and live, but also radically transform production systems, giving rise to a new paradigm that forces us to retrain our workforce at lightning speed, especially technicians and engineers. This implies that we must manage to achieve more effective and faster ways to transfer knowledge. In MECSOFT we find one that we have been using and refining for 20 years. We call it the Pyramid of the Flow of Knowledge (PFC in Spanish); Its results have always been so encouraging that we believe it is very convenient and timely to share it with society, especially at this time when education is urgently reinvented. MECSOFT is a company specialized in Computer Aided Design and Manufacturing and arises from a university research project with the idea of implementing this technology in the Costa Rican productive sector. The objective has been fulfilled thanks to the Pyramid of Knowledge Flow method.


Author(s):  
Olufunmilola Atilola ◽  
Vimal Viswanathan ◽  
Julie Linsey

The use of examples in engineering curricula is a commonly used means to teach engineering students new concepts and ideas; these examples play an important role in teaching engineering students how to become technically competent engineers and designers. Being able to learn from examples and avoid fixation to those examples is an important task in that process. Design fixation is a major constraint in design thinking as it limits the solution space where designers search for their ideas. The experiments described in this paper aims to investigate how students fixate to different types of representations. A pilot study comparing sketched and physical representations of examples shows that students are less likely to fixate to the design specifications of examples provided in the form of physical model, this suggests that they are able to better understand the design limitations of examples presented in the form of a physical model. Based on the preliminary results from this pilot experiment, the framework for a follow-up experiment is developed. This second experiment will explore the trend observed in the pilot study further and will compare how students fixate on and derive information between sketched and computer-aided design representations.


Author(s):  
Abdullah Togay ◽  
Merve Coşkun ◽  
Serkan Güneş ◽  
Çiğdem Güneş

The notion of “design thinking” can be regarded as a way of thinking that consists of both divergent and convergent phases. As a creative problem solving methodology, it first defines the problem with a human-centered perspective and then analyzes all the aspects of the problem as a part of a whole. This approach can be applied in all fields, including design education. With the emerging technology, computer-aided design tools and techniques have become an indispensable part of design professions, and therefore education. However, the way how computer-aided design tools and techniques should be integrated into current design education has not been discussed adequately. This study aims to frame the problems related to the current content, structure and timing of CAD courses. The alternative solutions regarding the integration of CAD courses to product design education will be proposed by using design thinking method.Keywords: design thinking, computer aided design (CAD), design education 


Author(s):  
Abdullah Togay ◽  
Merve Coşkun ◽  
Serkan Güneş ◽  
Çiğdem Güneş

2015 ◽  
Vol 2015 ◽  
pp. 1-9 ◽  
Author(s):  
Ravi Koirala ◽  
Sailesh Chitrakar ◽  
Amod Panthee ◽  
Hari Prasad Neopane ◽  
Bhola Thapa

The expansion of the existing industries involved in the production of components of hydropower to the Francis turbine manufacturer up to 5 MW unit size has been recognized as one of the most promising business models in Nepal. Given the current fact that the development of Francis turbines with the manufacturers of Nepal has not been done yet, due to lack of designing expertise and limitations in the available technology, this paper presents the use of different available manufacturing technologies, which is suitable in the Nepalese hydropower market. This is an experience based paper, in which the advanced manufacturing process implementing Computer Aided Simulation (CAS), Computer Aided Design (CAD), and Computer Aided Manufacturing (CAM) is introduced for turbine manufacturing. Moreover, CAD from Solidworks, 3D printing from Rapid Prototyping Machine (RPM), and manufacturing of three designs by three different methods, dye casting, lost wax casting, and forging in a local workshop, have been described. The outcome of this work is the identification of suitable Francis turbine development methodologies in context of Nepal, incorporating industrial revolution through research based products.


2020 ◽  
pp. 71-83
Author(s):  
Pınar Çalışır Adem ◽  
Gülen Çağdaş

The current technologies have created a shift from Computer Aided Design to Computational Design in architecture. Computational design allows inquiries into what can be implicit knowledge in traditional design thinking, enables the definition of the mechanisms of design process and formulations of design knowledge and representation, and defines generative and evaluative knowledge. The purpose of this study is to discuss how Cellular Automata can be utilized in design studios to develop computational design thinking, through the examination of Frazer’s and Herr's studio works. After finding matching concepts and comparisons of Cellular Automata methods used in two design studios, the concept of ‘computation’ in Cellular Automaton studies and contributions of using this generative method in design studio will be discussed. In other words, this study will examine the content of Computational Design Thinking through Cellular Automata applications and their contributions to design education. As a result, since Cellular Automata methods are exploratory processes. They enhance seeing, reaching the whole from the parts, noticing the relationships and patterns between the parts and re-inventing them during and after the generative process. For these reasons, Cellular Automata have an important role in the development of computational design thinking in design studios with different concepts and setups.


Sign in / Sign up

Export Citation Format

Share Document