首页> 外文OA文献 >Design Thinking and Collaborative Learning. Pensamiento de diseño y aprendizaje colaborativo
【2h】

Design Thinking and Collaborative Learning. Pensamiento de diseño y aprendizaje colaborativo

机译:设计思维与协作学习。协作学习与设计思维

代理获取
本网站仅为用户提供外文OA文献查询和代理获取服务,本网站没有原文。下单后我们将采用程序或人工为您竭诚获取高质量的原文,但由于OA文献来源多样且变更频繁,仍可能出现获取不到、文献不完整或与标题不符等情况,如果获取不到我们将提供退款服务。请知悉。

摘要

This paper presents design thinking as an alternative approach to conduct research on collaborative learning with technology. The underlying premise of the paper is the need to adopt human-centered design principles in research and design of computer-supported collaborative tools. Two research results are described in order to discuss the possibilities and challenges of applying design methods for designing and researching collaborative knowledge building tools. The paper begins by defining collaborative learning with new technologies as a wicked problem that can be approached by adopting a design mindset. Design thinking and particularly research-based design relies on a shared, social construction of understanding with the people who will later use the tools. The key phases in research-based design (contextual inquiry, participatory design, product design and software as hypothesis) are described and exemplified through the presentation of two research results. The two prototypes presented are the fourth version of the Future Learning Environment (Fle4), a software tool for collaborative knowledge building and Square1, a set of hardware and software for self-organized learning environments. Both cases contribute to the discussion about the role of artifacts as research outcomes. Through these cases, we claim that design thinking is a meaningful approach in CSCL research.
机译:本文提出了设计思维,作为进行技术协作学习研究的替代方法。本文的基本前提是在研究和设计计算机支持的协作工具时需要采用以人为本的设计原则。描述了两个研究结果,以讨论将设计方法用于设计和研究协作知识构建工具的可能性和挑战。本文首先将使用新技术的协作学习定义为一个邪恶的问题,可以通过采用设计思维方式来解决。设计思维,尤其是基于研究的设计,依赖于与以后使用工具的人们的共同的,社会的理解结构。通过介绍两个研究结果,描述并举例说明了基于研究的设计的关键阶段(上下文询问,参与式设计,产品设计和软件假设)。展示的两个原型是未来学习环境(Fle4)的第四个版本,这是用于协作知识构建的软件工具,而Square1是用于自组织学习环境的一组硬件和软件。两种情况都有助于讨论人工制品作为研究成果的作用。通过这些案例,我们认为设计思维是CSCL研究中的一种有意义的方法。

著录项

  • 作者单位
  • 年度 2014
  • 总页数
  • 原文格式 PDF
  • 正文语种 {"code":"es","name":"Spanish","id":10}
  • 中图分类

相似文献

  • 外文文献
  • 中文文献
  • 专利
代理获取

客服邮箱:kefu@zhangqiaokeyan.com

京公网安备:11010802029741号 ICP备案号:京ICP备15016152号-6 六维联合信息科技 (北京) 有限公司©版权所有
  • 客服微信

  • 服务号