Engineering and Design Research: Intersections for Education Research and Design

2011 ◽  
Vol 403-408 ◽  
pp. 2388-2391
Author(s):  
Zhi Liang Xia

Electronic information products based on ergonomics, on the basis of the research in the form in human research and design. From the electronic information products shape colour, modelling, material texture and interface aspects are studied, that "People-Oriented" design idea was fully manifested in person to use electronic devices, functional principle in operating mode, physiological, psychological, product semantics of human concern gives products, electronic equipment, more comfortable and pleasant that the external form of electronic information equipment development direction.


Author(s):  
Michael Domínguez

Emerging in the learning sciences field in the early 1990s, qualitative design-based research (DBR) is a relatively new methodological approach to social science and education research. As its name implies, DBR is focused on the design of educational innovations, and the testing of these innovations in the complex and interconnected venue of naturalistic settings. As such, DBR is an explicitly interventionist approach to conducting research, situating the researcher as a part of the complex ecology in which learning and educational innovation takes place. With this in mind, DBR is distinct from more traditional methodologies, including laboratory experiments, ethnographic research, and large-scale implementation. Rather, the goal of DBR is not to prove the merits of any particular intervention, or to reflect passively on a context in which learning occurs, but to examine the practical application of theories of learning themselves in specific, situated contexts. By designing purposeful, naturalistic, and sustainable educational ecologies, researchers can test, extend, or modify their theories and innovations based on their pragmatic viability. This process offers the prospect of generating theory-developing, contextualized knowledge claims that can complement the claims produced by other forms of research. Because of this interventionist, naturalistic stance, DBR has also been the subject of ongoing debate concerning the rigor of its methodology. In many ways, these debates obscure the varied ways DBR has been practiced, the varied types of questions being asked, and the theoretical breadth of researchers who practice DBR. With this in mind, DBR research may involve a diverse range of methods as researchers from a variety of intellectual traditions within the learning sciences and education research design pragmatic innovations based on their theories of learning, and document these complex ecologies using the methodologies and tools most applicable to their questions, focuses, and academic communities. DBR has gained increasing interest in recent years. While it remains a popular methodology for developmental and cognitive learning scientists seeking to explore theory in naturalistic settings, it has also grown in importance to cultural psychology and cultural studies researchers as a methodological approach that aligns in important ways with the participatory commitments of liberatory research. As such, internal tension within the DBR field has also emerged. Yet, though approaches vary, and have distinct genealogies and commitments, DBR might be seen as the broad methodological genre in which Change Laboratory, design-based implementation research (DBIR), social design-based experiments (SDBE), participatory design research (PDR), and research-practice partnerships might be categorized. These critically oriented iterations of DBR have important implications for educational research and educational innovation in historically marginalized settings and the Global South.


2020 ◽  
Vol 1 ◽  
pp. 51-60
Author(s):  
S. Kolarić ◽  
J. Beck ◽  
E. Stolterman

AbstractHierarchies of knowledge represent a popular formalism for conceptualizing beliefs, justifications, and truth statements. To capitalize on the opportunity for formulating effective maps of design knowledge, this article introduces the hierarchical context–design development–high-level (CDH) model that stratifies different bodies of design-specific knowledge into ranked levels. We compare it with existing hierarchical models of knowledge, and describe its unique uses and benefits for both design research and design practice.


2020 ◽  
Vol 122 (9) ◽  
pp. 1-32
Author(s):  
James W. Stigler ◽  
Ji Y. Son ◽  
Karen B. Givvin ◽  
Adam B. Blake ◽  
Laura Fries ◽  
...  

Background/Context Despite advances in the learning sciences, a persistent gap remains between research and practice. Purpose/Objective/Research Question/Focus of Study In this project, we develop and try out a new approach to education research and development in which researchers, designers/ developers, and instructors collaborate to continuously improve an online interactive textbook. Intervention/Program/Practice Using a “learn by doing” strategy, we first created a highly instrumented online textbook for introductory statistics. The design of our online book is based on the practicing-connections hypothesis: Instead of learning individual “bits” of information and then hoping that learners end up with transferable knowledge, we designed a curriculum to engage students in repeated practice of the connections—between core concepts, representations, and the world—that make knowledge transferable. The textbook includes more than 1,200 formative assessments, generating large amounts of data relevant to both the process and outcomes of college students learning of statistics. Using the affordances of technology, we then began working to apply routines and practices from open software development (Git) and improvement science (Toyota Kata) to build an improvement community focused on continuous improvement of the online book. We also are building a technology platform (CourseKata) to publish the book from markdown files stored on GitHub; distribute the book through widely used learning management systems; collect detailed student data and deliver it back to instructors and, in a de-identified form, researchers; and manage experiments that randomly assign different versions of content to different students within a single class, and then assess the effects on students’ learning. Research Design Our research design is a mixed-methods design research and improvement study. We gauge success through measures of process, outcome, and transfer. Conclusions/Recommendations We are at only the beginning of what we see as a lengthy project. We are encouraged, however, by our progress, and invite others—including researchers, designers/developers, and instructors—to join us in our improvement community focused on improving the transferable learning of basic statistical concepts at scale.


1970 ◽  
pp. 15
Author(s):  
Luigina Ciolfi ◽  
Marc McLoughlin

This paper reports research and design work focused on enhancing visitor experience of an open-air museum, Bunratty Folk Park in County Clare (Ireland). We will discuss how existing work in the domain of museum technologies has so far dealt little with open-air sites. Our approach aimed at developing themes of participation and visitor contribution at a site that differs from indoor exhibitions on the grounds of size, structure and material on display. We will describe the background research and design research towards an interactive multi-device installation entitled “Reminisce” for Bunratty Folk Park, informed by a focus centred on visitor activities and their experience of place. We will then provide examples of visitors’ interactions with Reminisce in order to show how this approach can lead to successful design interventions. 


Author(s):  
Mark Bilandzic ◽  
John Venable

This paper proposes a new research method, Participatory Action Design Research (PADR), for studies in the Urban Informatics (UI) domain. PADR supports UI research in developing new technological means (e.g. using mobile and ubiquitous computing) to resolve contemporary issues or support everyday life in urban environments. Situated in a socio-technical context, UI requires a close dialogue between social and design-oriented fields of research as well as their methods. PADR combines Action Research and Design Science Research, both of which are used in Information Systems, another field with a strong socio-technical emphasis, and further adapts them to the cross-disciplinary needs and research context of UI.


2012 ◽  
Vol 32 (4) ◽  
Author(s):  
Aimi Hamraie

<p>In Disability Studies, Universal Design (UD) is a concept that is often borrowed from an architectural or design context to mean an ideology of inclusion and flexibility with a range of applications in education, technology, and other milieus. This paper returns to UD as a design phenomenon, considering knowledge production practices as conditions of possibility for inclusive design. UD appropriates and redefines normalizing research methods, namely anthropometry, that were developed in the 19th century for uses that are contrary to disability rights and justice, such as eugenics, colonialism, and scientific racism. The paper argues that critical disability theory should understand work in UD research and design practice in order to formulate a nuanced, new materialist and historical disability epistemology, particularly in engagements with scientific knowledge.</p><p>&nbsp;</p><p><strong>Keywords</strong>: Universal Design, accessibility, anthropometry, normate, misfit, 19<sup>th</sup> century science, eugenics, new materialism</p>


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