Participatory Design Application in Green Campus Interface - Taipei Elementary School Case Study

Author(s):  
Tsai Shu-Ying
Author(s):  
Faith McCreary ◽  
Ray Reaux ◽  
Roger Ehrich ◽  
Susan Hood ◽  
Keith Rowland

Computers and network connectivity in the classroom raise new challenges in workspace design. Unlike corporate or dedicated laboratory facilities, a technology-rich classroom plays multiple roles throughout its working day. Classroom design demands flexible and robust construction, particularly when applied in an elementary school setting. Using the PCs for Families project as a case study, this paper discusses design issues of a technology-rich networked classroom from ergonomic design to system support.


2020 ◽  
Vol 3 (1) ◽  
pp. 65
Author(s):  
Marleny Luque Carbajal ◽  
Cecília Baranauskas

INTRODUCTION: Participatory Design is an approach that is characterized by the active participation of users as part of the design team, thus reflecting their perspectives and needs in the product design. BrainDraw is a participatory technique for use in the design phase of product creation. This article investigates the use of participatory practices with elementary school teachers, aiming at the redesign of the programming blocks of TaPrEC, a tangible programming environment for children. OBJECTIVE: This work aimed at the redesign of symbols for the repetition blocks of TaPrEC involving the main stakeholders. METHOD: A Case Study in an educational space that offers activities during out-of-school hours to children was carried out using the BrainDraw technique with a group of elementary school teachers to redesign the symbols of the repetition blocks of the TaPrEC. The experimentation and evaluation of the created symbols were carried out by the same teachers and a group of elementary school children. We also applied the Self-Assessment Manikin form to assess the participants' affective responses during participatory activities. RESULTS: The results of the workshops highlight that the symbols created by the teachers have been better accepted by teachers and children. This positive acceptance may result from the fact that the participatory solutions proposed by the teachers suggest associations with everyday elements such as traffic signs and the symbol of multiplication. CONCLUSION: Participatory Design is a process that involves researchers and end-users in creating products for their use. Using this approach, we studied different symbol proposals for representing and understanding the repetition blocks of TaPrEC, a tangible programming environment, to promote a solution that had the participation of stakeholders and reached a solution that made sense to them.


2015 ◽  
Vol 1 (3) ◽  
pp. 160 ◽  
Author(s):  
Eriselda Vrapi ◽  
Xhevdet Zekaj

This study aims to explore the use of video in English language teaching (ELT) elementary school (grades 8 to 9)... In addition, the thesis aims to find out how videos in English lessons helped to achieve the goals of English curriculum. The main hypothesis was that teaching with video would develop pupils’ communicative skills and, therefore, was appropriate for the communicative approach to ELT. The study addressed five research questions regarding the use of videos in English lessons in the case study school: why the teachers used videos in ELT, what kinds of videos were used in English lessons, how and how often videos were used, what was taught and learned through the use of videos and, finally, what the teachers’ and pupils’ attitudes to lessons with videos were. The research was performed as a case study at an Elbasan elementary school. The data for the research was obtained through the use of mixed methods: qualitative, in the form of interviews with four English teachers and observations of three of the interviewed teachers’ lessons with videos, and quantitative, in the form of a pupil questionnaire answered by 105 pupils from two 8th grade and two 9th grade classes.


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