Generating Publics through Design Activity

2020 ◽  
pp. 199-215
Author(s):  
Brendon Clark
Keyword(s):  
Author(s):  
K. R. Ovchinnikova

The relevance of the issue under consideration in the article is connected with the confusion in scientific publications of the concepts of “electronic educational materials” and “electronic educational resources”. The article discusses the concept of “electronic educational materials” from the perspective of general systems theory. And their system character is proved. This allows them to be represented as a single complex of structured information of a specific subject area and didactic materials. These didactic materials support the learning process at all stages of its didactic cycle in accordance with the chosen learning technology based on the didactic capabilities of information technologies. It is concluded that the system of high school electronic materials allows to expand the boundaries of the design activity of the teacher, provide management of the student’s thinking activity, to implement a competence approach to the learning process at university


2019 ◽  
Vol 2 (3) ◽  
pp. 164-169
Author(s):  
Mohammed Faza ◽  
Maulahikmah Galinium ◽  
Matthias Guenther

An energy supply system consists of a system of power plants and transmission anddistribution systems that supply electrical energy. The present project is limited to the modellingof the generation system. Its objective is the design and implementation of a web-basedapplication for simulating energy supply systems using the Laravel framework. The projectfocuses on six modules representing geothermal energy, solar energy, biopower, hydropower,storage, and fossil-based energy that are allocated to satisfy a given power demand. It isexecuted as a time series modelling for an exemplary year with hourly resolution. Thedevelopment of the software is divided into four steps, which are the definition of the userrequirements, the system design (activity, use case, system architecture, and ERD), the softwaredevelopment, and the software testing (unit testing, functionality testing, validity testing, anduser acceptance testing). The software is successfully implemented. All the features of thesoftware work as intended. Also, the software goes through validity testing using three differentinput data, to make sure the software is accurate. The result of the testing is 100% accuracy withrespect to the underlying model that was implemented in an excel calculation.


2017 ◽  
Vol 4 (2) ◽  
pp. 63-81
Author(s):  
Stefanus Oliver ◽  
Abdullah Muzi Marpaung ◽  
Maulahikmah Galinium

Food sensory analysis is the terms from the field of Food Technology that has a meaning which means sensory evaluation of food that is conducted by the food sensory evaluators. Currently, food sensory analysis is conductedmanually. It can caus e human errors and consume much ti me. The objective of this research is to build a web based application that is specific for food sensory analysis using PHP programming language. This research followsfour first steps of waterfall software engineering mod el which are user requirements ana lysis (user software and requirements analysis), system design (activity, use cases, architecture, and entity relationship diagram),implementation (software development), and testing (software unit, functionality, validit y, and user acceptance testing). T he software result is well built. It is also acceptable for users and all functionality features can run well after going through those four software testing. The existence of the software brings easiness to deal with the manual food sensory analysis exper iment. It is considered also for the future it has business value by having open source and premium features.


Author(s):  
Olesia Makoviichuk ◽  
Alona Shulha

The article analyzes the theoretical aspects of art and design activities, considers the features of the integrative organization of art and design activities of students in the lessons of fine arts and technology in primary school. Artistic and project activities of junior schoolchildren are realized through the disciplines of fine arts and labor education (technology) in primary school. The concept of "artistic and design activity" is analyzed through the prism of the concepts of "activity", "artistic activity". The following are considered: interconnected structural components of artistic design, types of activity and types of tasks aimed at the implementation of artistic design activities of junior schoolchildren. The article emphasized the potential of an integrated combination in primary school of fine arts and labor training (technology) for art and design activities of junior high school students.


2019 ◽  
Vol Volume 2 Nomor 2 ◽  

There is a tendency in the education field today to return to the idea that children will learn better if the environment is created naturally. Learning will be more meaningful if children "experience" themselves what they are learning, not 'knowing' it. Target-oriented learning of material mastery proves to be successful in short-term 'remembering' competitions, but fails to equip children to solve problems in long-term life. The problems that would to be studied in this study are: (a) how is the improvement of Social Science learning outcomes by applying the Make A-Match Model to it? (b) how does the Make A-Match Model apply towards the learning motivation? The objectives of this study are: (a) want to know the improvement in Social Science learning achievement after the implemetation of the Make A-Match Model. (b) want to know the effect of Make A-Match Model towards students’ motivation of the subject after it is applied. This research is used two rounds of action research. In each round consists of four stages, namely: design, activity and observation, reflection and revision. The target of this research is the fourth grade students of Mongodow. The data obtained in the form of formative test results, observation sheets of teaching and learning activities. From the results of analysts obtained student achievement has increased from cycle I to cycle II namely, cycle I (65%), cycle II (83%). The conclusion of this research is the Make A-Match Model of Social Science learning could positively influence the motivation of learning of central students, and this learning model could be used as an alternative to Social Science learning.


1995 ◽  
Vol 15 (5) ◽  
pp. 311-327 ◽  
Author(s):  
A. Garrigou ◽  
F. Daniellou ◽  
G. Carballeda ◽  
S. Ruaud

2019 ◽  
Vol 3 (1) ◽  
pp. 31-36 ◽  
Author(s):  
Radoslav R. Adzic ◽  
Junliag Zhang ◽  
Minhua Shao ◽  
Kotaro Sasaki ◽  
Miomir Vukmirovic ◽  
...  

Author(s):  
David W. Rosen

Abstract Features are meaningful abstractions of geometry that engineers use to reason about components, products, and processes. For design activity, features are design primitives, serve as the basis for product representations, and can incorporate information relevant to life-cycle activities such as manufacturing. Research on feature-based design has matured to the point that results are being incorporated into commercial CAD systems. The intent here is to classify feature-based design literature to provide a solid historical basis for present research and to identify promising research directions that will affect computer-based design tools within the next few years. Applications of feature-based design and technologies of feature representations are reviewed. Open research issues are identified and put in the context of past and current work. Four hypotheses are proposed as challenges for future research: two on the existence of fundamental sub-feature elements and relationships for features, one that presents a new definition of design features, and one that argues for the successful development of concurrent engineering languages. Evidence for these hypotheses is provided from recent research results and from speculation about the future of feature-based design.


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