David Gelb
Wikified: Participatory Leaning in the Design Studio
Course is “blended” – takes place virtually and in studio
Learning with and from peers
Collaboration for design learning
Why wiki for design studio learning?
· Open platform externalizes design knowledge
· Multiple entry points for exploration and presentation
· Student and teachers work as co-creators
· Design learning community and culture of sharing
[seems to suggest “virtual studio”]
Using “wiki space” – supportive of educators, but more for K-12
3rd year student example
Shows project example on “multi-cultural parks” (3rd year students)
Includes data collection including images that are also from Fickr group.
Can includes presentations using Slide Share (20 slides in 20 seconds)
1st year student example
Teacher sorts through uploads of things students want to share and decides what to publish. Also had a FAQ page that the students put up and produced.
Blogs are one to one, but wikis are many to many – more community building.
http://1006-w08.wikispace.com
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Triesta Hall
Building the Better Mouse-Trap: Applied Learning Pedagogy in New Media Education Models
Dealing with a very different student now.
Guy from Apple laid out the following understanding:
· Was the analog student (real tennis with rackets)
· The digital-adopter student (pong) – where we are in phase of adopting tech changes
· Now the digitally-native student (wii) the digital is native language
Where does this leave us?
General approach:
· Apple 1-to-1 (apple is pursuing with University situation). Each student starts with “university suite” (computer with software) In wired environment
· Test theories in real-time rather than waiting on final projects
· Teacher creates network on their laptop – self-sustaining environment. Students screens can be shown on teacher’s laptop. Faculty can send stuff to students. Using Concept Share - software
Lecture strands: (more modular)
Enable more improvisation
5 strands: (addressing different learners)
1. Lecture: Addresses different learning: seeing Hearing learners
2. Critique: Addresses those who learn through mistakes and successes of others (critique “award-winning’ work)
3. Industry/Designer Spotlight (stuff that will be part of history). Forming sense of context for students.
4. Technology – software or the process, how to intergrate
5. Class Activity. Task in class to see process
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