scholarly journals Measuring Innovation and creative content in course content and effectiveness - Case study and Meta Analysis-

The concept-knowledge theory or C-K design theory explains that creativity is the conceptualization of design that is independent of any other design domain. It explains innovation, creation, and discovery within the framework of design processes. Creativity is an integral part of engineering design. The QFD methodology is applied to construct the “engineering design and creativity course” at the faculty of engineering as per the various stakeholders of curriculum design. The suggested methodology satisfies accreditation requirements as a part of continuous improvement of curriculum. The QFD course design methodology integrates the learning outcome with the assessment methodologies, learning processes and knowledge elements well. The course is a strategic fit with the vision 2030 and curriculum. The course development methodology as suggested minimize learning deficiencies. It is measured by course mapping with learning outcome.

2018 ◽  
Vol 11 (1) ◽  
Author(s):  
Peter Colin Kelly

When it comes to course design in Higher Education, everything from learning theory and learning design theory to needs analysis and potential markets should shape our thinking. A group based course design task on the Post Graduate Certificate in Higher Education (PGCert. HE) at the University of Greenwich (UoG) provided the context within which my colleagues and I were able to bring a key aspect of our professional experience and expertise to course development. Ourbusiness background and an interest in strategic modelling in business led us to adopt the ‘STEEPLE’ model, which is an extension of the ‘PEST’ and ‘PESTLE’ models that preceded it and which is used in strategic decision making in business worldwide.


Author(s):  
Jacquelyn K. S. Nagel ◽  
Robert L. Nagel ◽  
Eric Pappas ◽  
Olga Pierrakos

Often engineering design instruction based on real-world, client-based projects is relegated to a final year capstone course. The engineering program at James Madison University (JMU), however, emphasizes these real-world, client-based design experiences, and places them throughout our six-course engineering design sequence. Our six-course design sequence is anchored by the sophomore design course sequence, which serves as the cornerstone to the JMU engineering design sequence. The cornerstone experience in the sophomore year is meant to enable mastery through both directed and non-directed learning and exploration of the design process and design tools. To that end, students work in both small (4–5) and large (9–11) teams to complete a year-long design project. The course project is woven with instruction in engineering design theory and methodology; individual cognitive processes, thinking, and communication skills; decision making; sustainable design; problem solving; software; and project management. Students’ overarching task during the first semester is to follow the first two phases of the engineering design process—Planning and Concept Generation—while in the second semester, students work to reiterate on the first two phases of the engineering design process before prototyping, testing, and refining a design for the client. The project culminates with the students demonstrating their final product to the client, University, and local community. Our goal in this paper is to present our model for integrating real-world, client-based design projects into the sophomore year to facilitate meaningful design experiences across the curriculum. We believe that providing these experiences early and often not only challenges students on multiple dimensions, but also exposes them, and consequently better prepares them, for their eventual role as a practicing engineer. In this paper, we shall describe the sophomore design course sequence, the history and details of the course project, and also key learning outcome gains.


Author(s):  
Carey E. Andrzejewski ◽  
Sara Wolf ◽  
Evan T. Straub ◽  
Laura Parson

In this chapter, the authors introduce, define, and describe an approach to designing and implementing learning activities. This approach involves learners in the collaborative design of curriculum and assessment and allows them to apply their background knowledge and interests to course content. Through intentional course design and implementation by course instructors and designers, the “Scaffolded Autonomy” model the authors present allows learners to choose when and how they demonstrate content-knowledge construction. In this nontraditional approach, the authors focus on the “what, how, and why” of instructional design in order to provide relevant and meaningful instruction that serves adult learners in a variety of institutional contexts. This chapter includes the theoretical foundations of the scaffolded autonomy approach, a description of the design and implementation of the scaffolded autonomy approach, and examples of how the scaffolded autonomy can be applied in a competency-based classroom.


Author(s):  
Jihoon Kim ◽  
Darla M. Castelli

Background: Gamified reward systems, such as providing digital badges earned for specific accomplishments, are related to student engagement in educational settings. The purpose of this study was to conduct a meta-analytic review to quantify the effects of gamified interventions on student behavioral change. Methods: A meta-analysis was performed using the following databases: The Academic Search Complete, Communication & Mass Media Complete, Education Source, ERIC, Library Information Science & Technology Abstracts, and PsycINFO. Inclusion in the review required: (a) peer-reviewed conducted between 2010 and 2019, (b) experimental controlled design, (c) gamification elements, and (d) educational setting. Results: Using a random-effects model, a statistically significant (Cohen’s d (ES) = 0.48, 95% CI = 0.33, 0.62) gamification effect was evidenced by moderate and positive grand effects sizes (ES). Gamification effects were higher with adults in higher education (ES = 0.95) than K-12 students (ES = 0.92). Brief interventions delivered in days or less than 1 week were significantly more effective (ES = 1.57) than interventions lasting up to 20 weeks (ES = 0.30). Interventions incorporating gamification elements across years (ES = −0.20) was adversely associated with behavioral change. Conclusions: Findings suggest that short-term over longer-term gamified interventions might be a promising way to initiate changes in learner’s behaviors and improve learning outcome.


2021 ◽  
pp. 147821032110320
Author(s):  
Matt M. Husain

This empirical article problematises student engagement in today’s higher education system. The objective of this research is to stimulate a student’s behavioural, emotional and cognitive engagement. I employed an inclusive, inductive and reflexive approach and used mixed methods for collecting data from 948 volunteer participants. The preliminary findings illustrate that playing soft or lively music for a few minutes before a class as well as contextualising and delivering course content combined with enrolled students’ background, hobbies and preferences can go a long way in stimulating emotional and cognitive engagements. The findings also reveal that offering chair yoga during mid-term and/or final exam periods as well as encouraging students to hydrate can lead to increasing behavioural adjustments and then in attention and engagement. The results are encapsulated in a novel teaching framework, MAJA (meaning fun in Sanskrit) that stands for: (a) music, (b) anonymous class survey, (c) jest, and (d) aliment. The framework illuminates that when students tangibly sense a connection between a safe and comfortable class environment and course content, their participation increases and absenteeism decreases. They also promote student aspirations and accountability that facilitate critical thinking, an imperative learning outcome in higher education.


Author(s):  
Chunlong Wu ◽  
Benjamin Ciavola ◽  
John Gershenson

Function-based design is the traditional approach in engineering design theory, proving useful and practical in many cases but showing limitations in others. Affordance-based design is an alternative approach that attempts to address some of function theory’s limitations by focusing attention on the interactions between systems. This paper compares function-based design with affordance-based design by examining their philosophies, tools, abilities, and suitability along a number of dimensions. We conclude that the approaches are compatible and suggest future work to realize their integration.


2012 ◽  
Vol 482-484 ◽  
pp. 2253-2256
Author(s):  
Lin Jin ◽  
Tong Zhao

Network courses construction and research, explained the concept and the content of Network curriculum, the main technical keys of the network course construction, and discusses the methods of using Dreamweaver Web Editor developing network course based on Web platforms. "Digital Electronic Technology" online course design and implementation of an example, introduced the principle of network curriculum design, and the technical Specifications of teaching development.


Author(s):  
Anders V. Warell

Abstract In this paper it is argued that methods are needed for the design of a larger variety of product aspects than is feasible with mechanical engineering design methodology of today. Design methods found within the European schools of design are inadequate for the design of products other than machine systems of transforming character. The reason for this is that the underlying theories only describe the nature of ‘operand-transforming’ technical systems, and that the description of the process and function systems are too narrowly defined to be useful for the design of ‘non-transforming’ products, or for products where the human is involved as an active user. The paper takes as the standpoint that the functional language, in accordance with established foundation in engineering design theory, is a successful means to treat usability aspects of human-product systems. An extended process modeling view based on product life-phase thinking including a ‘use-process’ is presented, focusing the attention towards the use, and not merely the workings, of the product. Also, extended definitions of a number of concepts are proposed, and function-classes of the human-product system, leading to a more generally applicable use of functions as a modeling tool when describing products, is introduced. The proposed functional language is illustrated in a product case example.


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