design activities
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2022 ◽  
Author(s):  
Viktor Vygonov

The textbook discusses the main types of practical work on the subject of "Technology", highlights various types of artistic, creative and design activities of children that underlie this aspect of teaching younger schoolchildren. Detailed material is given on the processing methods and the possibilities of using various types of paper and cardboard. It can be useful for primary school teachers, educators and counselors of children's recreation camps, students of pedagogical colleges, parents, teachers of additional education.


2022 ◽  
Vol 04 (01) ◽  
pp. 417-431
Author(s):  
Nsiyf Jassem MOHAMMED

In the midst of economic and consumer competition between companies and industrial ‎institutions, graphic design emerges as an active actor in the sustainability of the ‎advertising and media cycle alike, a role that would not have been important without the ‎tireless work carried out by designers in various design activities, especially after entering ‎into the digital experience. He benefited from it and kept pace with the new ‎developments of quality, and it is useful to point out that the motives of digital ‎development have reinforced the values that the design worked on, and today it is ‎witnessing many transformations in a digital world that is constantly evolving, ‎transformations related to the core of the designer’s work and what he offers in work ‎sites based on Decades of traditional experiences that designers have been working with, ‎and the trend towards traditions and modern digital frameworks that have been ‎reinforced by the increase in related digital applications and software in a remarkable ‎qualitative shift that indicates an important stage in the design process that extends to ‎centuries of work and technical development.‎ The current research explores some of the turning points of this procession with ‎important articulated transformations, based on the question that:‎ What is the status of graphic design in the age of digital transformation? The ‎importance of the research lies in the following:‎ ‎-Theoretical dimension: It can be useful in enhancing the theoretical framework of the ‎graphic design process and the transformations it has witnessed in the digital age.‎ ‎-Applied dimension: it can benefit those interested and working in the matter of graphic ‎design, and the research aims to: Identify the problems of graphic design in the age of ‎digital transformation. The theoretical framework includes the following topics:‎ ‎-What is digital transformation?‎ ‎-A brief history of graphic design ‎-Graphic design from traditional to digital The impact of digital technologies on graphic design.


2022 ◽  
pp. 246-265
Author(s):  
Dwiza Riana ◽  
Arif Hidayat ◽  
Lia - Mazia ◽  
Fachri Helmanto ◽  
Nurajijah Nurajijah

This chapter introduces social entrepreneurship plans aimed at establishing an entrepreneurial ecosystem in academia. The program makes use of the university's literacy technology and academic assistance. This program is designed for lecturers and higher education students to help MSMEs. Ecological entrepreneurship can be formed through design activities. Through appropriate teaching design and activity duration, activity mechanism, and recognition of students' academic performance and course conversion, the plan has achieved high success on the basis of implementation, and the results can be seen from the output of the output form. The plan also implemented a quality assurance system aimed at achieving student standard achievement (SSA). In addition, supporting organizations outside academia also ensure that the social entrepreneurship technology literacy program for small, medium, and micro enterprises can truly establish an entrepreneurial ecosystem in academia.


2022 ◽  
Author(s):  
Lintang Aziz Pinastiti ◽  
Riama Maslan Sihombing ◽  
Irfansyah Irfansyah
Keyword(s):  

2021 ◽  
Vol 15 (4) ◽  
pp. 76-92
Author(s):  
Yury Telnov ◽  
Vasily Kazakov ◽  
Andrey Danilov

The creation of network enterprises based on the digital technologies of the Industrie 4.0 (the 4th Industrial Revolution, i4.0) opens broad opportunities for increasing production flexibility, customer focus and continuous innovation in products and services provided. At the same time, new opportunities necessitate the development of new methods and technologies for designing innovative processes in the context of digital i4.0 platforms, all of which highlights the relevance of the presented research topic. This work aims to define technologies for designing innovative processes to create products and services using i4.0 systems which are based on multi-agent interaction of asset administration shells (AAS), displaying digital twins of product components, and the use of ontological and cognitive methods for forming and justifying design decisions. The work presented here uses the Domain-Driven Design approach, an architectural framework for building i4.0 systems, methods of ontological engineering, quality function deployment (QFD), analysis of the types and consequences of potential inconsistencies (FMEA) and processing of fuzzy sets. The paper proposes principles for identifying bounded contexts of the domain under the design activities for the stages of the life cycle and products’ subsystems (components). For bounded contexts of the domain, it is envisaged to create AAS of i4.0 systems, with the help of which the innovative process is supported and the multi-agent interaction of its participants is carried out. As cognitive tools for making design decisions, we proposed to use services for assessing the importance of the determined quality characteristics of products and minimizing deviations of the proposed solutions from the formed functional and non-functional requirements. The methods of ontological engineering and data modelling allow us to dynamically develop an innovative project and support various versions of the project in the design process. Application of the proposed technology for designing innovative processes to create products and services at network enterprises using i4.0 systems will improve the quality of design decisions, increase the dynamism and continuous design of innovative projects.


2021 ◽  
Vol 7 (2) ◽  
pp. 69-92
Author(s):  
Matthew Johnson ◽  
Gregory Kelly ◽  
Christine Cunningham

Recent science education reform documents in the United States have called for teachers to teach content related to engineering and science and to do so by engaging students in disciplinary practices. One important practice of engineering is improving from failure. Thus, students should experience productive failure as part of engineering design activities. However, engineering is a new subject for most elementary teachers. Historically failure has had negative connotations in elementary and precollege classrooms. To scaffold students through failure as they learn from and improve engineering designs, teachers will need to understand failure and pedagogical strategies for managing it. This study uses discourse analysis of video from eight elementary classes engaged in engineering to examine the nature of failure in engineering design projects. It also investigates how the collective actions of students and teachers support or constrain the process of improvement from engineering design failure. From these data, we propose a model of improvement through failure. This includes a classification of types and causes failure as well as facilitating conditions that must be present for improvement. We explore three features of engineering and three features of classroom cultures that contribute to learning to engage in productive failure.


2021 ◽  
Vol 11 (3) ◽  
pp. 536-544
Author(s):  
edanur inci

Technological developments have increased the importance of presenting and the processing of information as effective and memorable in the field of education. The aim of the study is to examine the effect of performing biology subjects in the elementary school science lessons with infographic design tasks in terms of the effects on students’ cognitive structures and knowledge levels in the learning - teaching process. As the research method was used the pretest-posttest control group design from the experimental research models. The sample of the research consists of 4th grade students of a primary school. The total of 48 students were studied from two different classes, each of 24 students including in the study. Word Association Test (WAT) and achievement Test were used as data collection tools. Mann Whitney U test and Wilcoxon Signed Ranks test from non-parametric tests were used in the analysis of the data. As a result of the analyzes, it was seen that the students who carried out the infographic design activities were positively affected in terms of their cognitive structures.


Author(s):  
Е.В. Усанова

Актуальность статьи обусловлена проблемами организации базовой геометро-графической подготовки на фоне информатизации образования и интенсивного внедрения в высокотехнологичное производство передовых наукоёмких компьютерных технологий. Цель статьи заключается в обосновании модели организации информационного образовательного пространства базовой геометро-графической подготовки специалистов в области техники и технологий в технических вузах контексте наукоёмких компьютерных технологий. С учетом имеющегося опыта мирового и отечественного профессионального образования, направлений системной интеграции образовательных структур с целью обеспечения целостности и системности проектно-конструкторской деятельности выпускников вузов в высокотехнологичных наукоёмких отраслях производства предложенаавторская трактовка модели содержания и дидактической организации информационного образовательного пространства базовой геометро-графической подготовки. Представлены результаты опыта реализации модели по мере ее совершенствования для проектно-конструкторской деятельности в среде наукоёмких компьютерных технологий. Статья предназначена для обсуждения научно-педагогическим сообществом. The relevance of the article is due to the problems of organizing basic geometric and graphic training against the background of informatization of education and intensive introduction of advanced high-tech computer technologies into high-tech production. The purpose of the article is to substantiate the model of the organization of the information educational space of the basic geometric and graphic training of specialists in the field of engineering and technology in technical universities in the context of high-tech computer technologies. Taking into account the existing experience of world and domestic professional education, the directions of system integration of educational structures in order to ensure the integrity and consistency of the design activities of university graduates in high-tech knowledge-intensive industries, the author's interpretation of the content model and didactic organization of the information educational space of basic geometric and graphic training is proposed. The results of the experience of implementing the model as it is improved for design activities in the environment of high-tech computer technologies are presented. The article is intended for discussion by the scientific and pedagogical community.


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