Academic literature on the topic 'Degree Discipline: Media Design'

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Journal articles on the topic "Degree Discipline: Media Design"

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Khristiyanta, Eka Purnama. "PENINGKATAN SIKAP KEDISIPLINAN SISWA SEKOLAH DASAR MELALUI PEMANFAATAN MEDIA AUDIO PENDIDIKAN KARAKTER." Jurnal Kwangsan 3, no. 1 (June 24, 2015): 45. http://dx.doi.org/10.31800/jkwangsan-jtp.v3n1.p45--58.

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This research and development aims : to test the e ectiveness of au- dio medium model of character education in increasing the students a itude of discipline. The type of research is a experiment research. The study conducts experiment by applaying pre-test and post-test control group design. The experiment school is SDN Ponjong IV, and the control school is SDN Ponjong II. Data were collected by applying questionaire techniques. To test the e ectiveness the data were analyzed by applying T-Test formula. The results of research and development are : the model can increase the students a itude of discipline in the high degree of elementary school more effective the convention model. AbstrakPenelitian ini bertujuan untuk menguji keefektifan media audio pendidikan karakter dalam meningkatkan sikap kedi- siplinan pada siswa sekolah dasar. Jenis penelitian yang digunakan adalah penelitian eksperimen yang dilakukan pada SDN Ponjong II Gunung Kidul DIY sebagai sekolah kontrol dan SDN Ponjong IV Gunung Kidul sebagai sekolah eksperi- ment. Data diolah dengan analisis statistik Uji-t. Hasil pene- litian menemukan temuan bahwa pembelajaran karakter dengan memanfaatkan media audio pendidikan karakter dapat meningkatkan sikap kedisiplinan siswa dibandingkan dengan pembelajaran karakter secara konvensional atau tidak memanfaatkan media audio pendidikan karakter.
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Khristiyanta, Eka Purnama. "PENINGKATAN SIKAP KEDISIPLINAN SISWA SEKOLAH DASAR MELALUI PEMANFAATAN MEDIA AUDIO PENDIDIKAN KARAKTER." Jurnal Kwangsan 3, no. 1 (June 24, 2015): 45. http://dx.doi.org/10.31800/jtp.kw.v3n1.p45--58.

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This research and development aims : to test the e ectiveness of au- dio medium model of character education in increasing the students a itude of discipline. The type of research is a experiment research. The study conducts experiment by applaying pre-test and post-test control group design. The experiment school is SDN Ponjong IV, and the control school is SDN Ponjong II. Data were collected by applying questionaire techniques. To test the e ectiveness the data were analyzed by applying T-Test formula. The results of research and development are : the model can increase the students a itude of discipline in the high degree of elementary school more effective the convention model. AbstrakPenelitian ini bertujuan untuk menguji keefektifan media audio pendidikan karakter dalam meningkatkan sikap kedi- siplinan pada siswa sekolah dasar. Jenis penelitian yang digunakan adalah penelitian eksperimen yang dilakukan pada SDN Ponjong II Gunung Kidul DIY sebagai sekolah kontrol dan SDN Ponjong IV Gunung Kidul sebagai sekolah eksperi- ment. Data diolah dengan analisis statistik Uji-t. Hasil pene- litian menemukan temuan bahwa pembelajaran karakter dengan memanfaatkan media audio pendidikan karakter dapat meningkatkan sikap kedisiplinan siswa dibandingkan dengan pembelajaran karakter secara konvensional atau tidak memanfaatkan media audio pendidikan karakter.
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Khristiyanta, Eka Purnama. "PENINGKATAN SIKAP KEDISIPLINAN SISWA SEKOLAH DASAR MELALUI PEMANFAATAN MEDIA AUDIO PENDIDIKAN KARAKTER." Jurnal Kwangsan 3, no. 1 (June 24, 2015): 45. http://dx.doi.org/10.31800/jtpk.v3n1.p45--58.

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This research and development aims : to test the e ectiveness of au- dio medium model of character education in increasing the students a itude of discipline. The type of research is a experiment research. The study conducts experiment by applaying pre-test and post-test control group design. The experiment school is SDN Ponjong IV, and the control school is SDN Ponjong II. Data were collected by applying questionaire techniques. To test the e ectiveness the data were analyzed by applying T-Test formula. The results of research and development are : the model can increase the students a itude of discipline in the high degree of elementary school more effective the convention model. AbstrakPenelitian ini bertujuan untuk menguji keefektifan media audio pendidikan karakter dalam meningkatkan sikap kedi- siplinan pada siswa sekolah dasar. Jenis penelitian yang digunakan adalah penelitian eksperimen yang dilakukan pada SDN Ponjong II Gunung Kidul DIY sebagai sekolah kontrol dan SDN Ponjong IV Gunung Kidul sebagai sekolah eksperi- ment. Data diolah dengan analisis statistik Uji-t. Hasil pene- litian menemukan temuan bahwa pembelajaran karakter dengan memanfaatkan media audio pendidikan karakter dapat meningkatkan sikap kedisiplinan siswa dibandingkan dengan pembelajaran karakter secara konvensional atau tidak memanfaatkan media audio pendidikan karakter.
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Khristiyanta, Eka Purnama. "PENINGKATAN SIKAP KEDISIPLINAN SISWA SEKOLAH DASAR MELALUI PEMANFAATAN MEDIA AUDIO PENDIDIKAN KARAKTER." Jurnal Kwangsan 3, no. 1 (June 24, 2015): 45. http://dx.doi.org/10.31800/jurnalkwangsan.v3i1.24.

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This research and development aims : to test the e ectiveness of au- dio medium model of character education in increasing the students a itude of discipline. The type of research is a experiment research. The study conducts experiment by applaying pre-test and post-test control group design. The experiment school is SDN Ponjong IV, and the control school is SDN Ponjong II. Data were collected by applying questionaire techniques. To test the e ectiveness the data were analyzed by applying T-Test formula. The results of research and development are : the model can increase the students a itude of discipline in the high degree of elementary school more effective the convention model. AbstrakPenelitian ini bertujuan untuk menguji keefektifan media audio pendidikan karakter dalam meningkatkan sikap kedi- siplinan pada siswa sekolah dasar. Jenis penelitian yang digunakan adalah penelitian eksperimen yang dilakukan pada SDN Ponjong II Gunung Kidul DIY sebagai sekolah kontrol dan SDN Ponjong IV Gunung Kidul sebagai sekolah eksperi- ment. Data diolah dengan analisis statistik Uji-t. Hasil pene- litian menemukan temuan bahwa pembelajaran karakter dengan memanfaatkan media audio pendidikan karakter dapat meningkatkan sikap kedisiplinan siswa dibandingkan dengan pembelajaran karakter secara konvensional atau tidak memanfaatkan media audio pendidikan karakter.
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Wagner, PhD, BCE, ME, Vaughn E., and Elichia A. Venso, PhD. "Chemical and bioterrorism: An integrated emergency management approach at the undergraduate level." Journal of Emergency Management 2, no. 4 (October 1, 2004): 50. http://dx.doi.org/10.5055/jem.2004.0045.

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The accredited Environmental Health Science BS degree program at Salisbury University, a member institution of the University System of Maryland, has developed an integrated chemical and bioterrorism course for undergraduate students and emergency management professionals. The one-credit class meets once a week. Course design is adapted from the Federal Emergency Management Agency’s (FEMA) integrated approach to chemical and bioterrorist defensive training strategies. Course objectives are to gain knowledge of specific chemical and biological agents; become familiar with peacetime equivalents and surrogate agents; understand biomedical and environmental factors related to agent exposures; become familiar with integrated response strategies; and gain understanding of government policy issues, agency coordination, and field operations.Student input is based on specific discipline group response and participation in a simulated bioagent release. Discipline groups include public and emergency health, media, critical incident stress analysis, and conflict resolution. Student evaluations of the first course offered in the fall semester of 2002 indicated that the simulated release exercise gave each student an increased awareness of multiagency response necessary to mitigate bioterrorist-initiated events. Evaluation results also suggested the following modifications: include at least one community professional in each discipline group, extend the course to two credits, and schedule the class in late afternoon to accommodate working professionals.
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Karmasin, Matthias, and Denise Voci. "The role of sustainability in media and communication studies’ curricula throughout Europe." International Journal of Sustainability in Higher Education 22, no. 8 (February 25, 2021): 42–68. http://dx.doi.org/10.1108/ijshe-10-2020-0380.

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Purpose This research aims to analyze to what extent sustainability and its related core aspects are integrated in media and communication's curricula of higher education institutions in Europe. Design/methodology/approach A total of n = 1068 bachelor and master’s degree programs, as well as their related curricula/program specifications, from 28 European countries were analyzed by means of content analysis. Findings Results show that the level of curricular integration of sustainability aspects in the field of media and communication is low (14%) to very low (6%) on module level. In most cases, sustainability remains an abstract guiding principle that is not translated into a dedicated course offer. This can indicate the difficulty of operationalizing such a concept as sustainability, which is experienced by not only higher education institutions but also policy and society as a whole. In addition, the results leave space for a reflection on the social and educational responsibility of higher education institutions. Research limitations/implications The authors are aware that not all teaching (content) is depicted in curricula. Especially where teaching is research-based, The authors assume that sustainability (communication) is more present as the curricula' analysis can represent it. In addition, the fact of solely investigating English language curricula can be seen as a further limitation. Originality/value This research is one of the few attempts to verify the actual integration level of sustainability aspects in the curricula of a specific sustainability-relevant discipline, which is neither conducted as a case study nor as a single-country analysis.
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Balyk, Nadiia, Galina Shmyger, Yaroslav Vasylenko, and Vasyl Oleksiuk. "Design of the educational environment for the preparation of teachers." Ukrainian Journal of Educational Studies and Information Technology 10, no. 2 (June 30, 2022): 12–25. http://dx.doi.org/10.32919/uesit.2022.02.02.

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The notion of the educational environment, as well as its elements and structural characteristics, are examined in the article. The idea of designing an educational environment was presented. The technological, didactic, and social elements of the educational environment design for the Ternopil Volodymyr Hnatiuk National Pedagogical University (TNPU) teachers' professional training are outlined. The characteristics of this environment are taken into consideration, including information saturation and openness, digital change, social practices, and cooperation. On the basis of TNPU, a study on the efficiency of the educational environment for teachers' professional development was conducted. 432 master's degree holders from across the University's disciplines took part in the study overall. The study processed the results statistically using the approach of expert evaluations. The goal of the study was to evaluate the relative significance of each indicator for each element of the educational environment design. The study's findings show how the technological and social aspects of the university's learning environment have undergone major changes that have a big impact on teachers' professional development.
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Sissons, Helen, and Thomas Cochrane. "Introducing Immersive Reality into the Journalism Curriculum." Pacific Journal of Technology Enhanced Learning 2, no. 1 (November 11, 2019): 7. http://dx.doi.org/10.24135/pjtel.v2i1.27.

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Following the introduction of the Google Cardboard virtual reality (VR) head mounted display (HMD) in 2014, mainstream journalism began exploring the potential of VR to transform news storytelling as an immersive experience (Lalwani, 2015; Somaiya, 2015). However, unlike the transformative impact of social media on journalism and journalism education (Mulrennan, 2017), VR has taken several years for this to filter into the curriculum of journalism higher education. AUT’s journalism programme includes a final semester, capstone, assessment in which students produce a piece of long-form immersive journalism that provides the opportunity to embed VR storytelling as an authentic immersive experience. To address this we created a collaborative curriculum design team in 2019 to design a workshop (Sissons & Cochrane, 2019) to introduce journalism students to the potential of VR to explore and create an immersive journalism experience. We used a design based research methodology (McKenney & Reeves, 2019) to structure the curriculum design process into four phases: initial analysis and exploration, development of a prototype curriculum intervention, evaluation and redesign of the intervention, and dissemination of identified design principles and findings. Meeting weekly the design team brainstormed a workshop that mapped the affordances of mobile XR to a real world project, and created a simple demonstration XR environment (https://seekbeak.com/v/kvPq47DpjAw). We founded the workshop design upon the principles of heutagogy (Blaschke & Hase, 2019), as the principles of heutagogy map closely to the core journalism graduate profile outcomes (Cochrane, Sissons, & Mulrennan, 2017). In this workshop students worked in teams to film and compile an interactive experience based on the University’s Journalism Media Centre, creating an interactive tour using SeekBeak (https://seekbeak.com). Using AUTEC ethics processes we obtained informed consent from the participating students for a feedback survey that will inform the second phase redesign of the curriculum design for 2020. Anonymous post-workshop student feedback survey responses, with a 78% return rate (https://www.surveymonkey.com/results/SM-5SMVCVSJ7/) were very positive. We believe this collaborative curriculum design approach provides a simple model that can be utilised in other higher education discipline contexts. References Blaschke, L. M., & Hase, S. (2019). Heutagogy and digital media networks: Setting students on the path to lifelong learning. Pacific Journal of Technology Enhanced Learning, 1(1), 1-14. doi:https://doi.org/10.24135/pjtel.v1i1.1 Cochrane, T., Sissons, H., & Mulrennan, D. (2017). Mainstreaming Mobile Learning in Journalism Education. In H. Crompton & J. Traxler (Eds.), Mobile Learning in Higher Education: Challenges in Context (pp. 19-30). New York: Routledge. Lalwani, M. (2015). ABC News introduces VR initiative with 360-degree tour of Syria. Retrieved from http://www.engadget.com/2015/09/17/abc-news-introduces-vr-initiative-with-360-degree-tour-of-syria/ McKenney, S., & Reeves, T. (2019). Conducting educational design research (2nd ed.). London: Routledge. Mulrennan, D. (2017). Mobile Social Media and the News: Where Heutagogy Enables Journalism Education. Journalism & Mass Communication Educator, OnlineFirst(0), 1-12. doi:10.1177/1077695817720762 Sissons, H., & Cochrane, T. (2019). Newsroom Production: XRJournalism Workshop. Retrieved from https://tinyurl.com/XRJournalism Somaiya, R. (2015, 20 October 2015). The Times partners with Google on virtual reality project. Retrieved from http://www.nytimes.com/2015/10/21/business/media/the-times-partners-with-google-on-virtual-reality-project.html?smid=tw-nytimestech&smtyp=cur&_r=1
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Pinto, Maria, Cristina Pouliot, and José Antonio Cordón-García. "E-book reading among Spanish university students." Electronic Library 32, no. 4 (July 29, 2014): 473–92. http://dx.doi.org/10.1108/el-05-2012-0048.

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Purpose – This paper aims to show data about Spanish higher-education students’ usage, habits and perceptions regarding reading on new digital media to show the potential future of electronic books (e-books) and reading mobile devices (e-readers, tablets, cell phones, etc) in academia. It explores whether demographics and academic factors might influence e-book reading habits and attitudes and university students’ opinions about e-books vs print books. REWIL 2.0, a purpose-built research tool, was applied to measure students’ opinions about digital reading in different media and formats, considering their academic context, at the confluence of analog and digital materials and learning. Likewise, REWIL 2.0 detects who are e-book readers (eBR) and who are not and produces a statistics indicator to identify five categories of eBRs by their frequency of e-book reading. This research gathered 745 online surveys between April and July 2010 in 15 degree programs at the University of Granada: Spanish philology, English philology, history, mathematics, chemistry, environmental sciences, education, library and information science, law, medicine, biology, dentistry, computer systems, architecture and civil engineering. Design/methodology/approach – This present study is a transversal applied research, where 745 students were surveyed from 15 different academic disciplines offered at the University of Granada (Spain), representing the five main discipline areas. The survey was carried out by means of a structured online survey, with REWIL 2.0 research tool. To ensure internal consistency of correlation between two different survey items designed to measure e-book reading frequency, Pearson’s r reliability test was applied. Likewise, Persons’ chi-squared statistics were applied to test the hypotheses and to detect if significant correlation existed between academic disciplines and e-book reading frequency measured through a Likert scale. Findings – The present research is motivated by our interest in discovering what effect the current technological maelstrom and the rapid growth of new portable digital reading devices in the Spanish university environment are having on students’ lives, and the extent to which students have adopted new reading technologies. Their first aim is to establish who is reading e-books in the University? A second aim is to answer the following question: is the academic discipline a determinant factor in e-book reading habits and students’ attitudes about it? The authors began by considering the following hypotheses: University students’ attitudes to e-book reading and the way they use them will be determined by the scientific discipline they study. Students of humanities, social sciences and law will prefer to read traditional format books (printed paper), while students of experimental sciences, health and technical courses will prefer reading e-books. Students’ preferences will be determined by their previous reading experiences. Originality/value – The main objective of the present study is to learn whether there are any notable differences among university students from distinct disciplines with regard to their attitude and behavior toward e-books. The authors, therefore, set out to identify the segment of the student population that does not read e-books yet (non-eBRs) from those who have already read at least one (eBRs), and within this segment, the readers that have read e-books recently (recent eBRs); find out how frequently university students are reading in different formats (paper and digital), document types (book, written press, etc.) and languages (textual, multimodal, etc.) identify what channels are used to access e-books; find out university students’ opinions on the advantages and disadvantages of reading e-books as compared to traditional print books; and identify the types of improvements or changes to the design–production–distribution–reception chain that students consider might help extend e-book reading.
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Cheng, Tao, and Bing Zhang. "Application & Research of Multi-Media Network Technology in Chemistry Experimental Course." Advanced Materials Research 183-185 (January 2011): 1302–6. http://dx.doi.org/10.4028/www.scientific.net/amr.183-185.1302.

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The rapid emergence of multi-media technology and internet technology is one of the typical characteristics during the information era, and their combination enables the carrier and transmission mode of modern knowledge and information to realize the leap in quality. The chemistry is one of the four fundamental courses of teaching system in the institutions of higher learning, but the chemical experiment is where the soul of chemical teaching lies. It is not merely the important means of making the students acquire the chemical knowledge, know the chemical rule, form the chemical concept and improve all sorts of capabilities, besides, the cultivation of the student’s creative spirit and ability in this process can not be replaced by other disciplines. However, in today’s chemical experimental class, the teaching effect of chemical experimental course is not perfect, because of the influence of experimental conditions, lab surroundings, time and other factors. By the design, the development and the utilization of multi-media network technology, the multimedia library, the video technology and the simulation technology, the teaching effect of chemical experimental course can be promoted to a large degree.
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Dissertations / Theses on the topic "Degree Discipline: Media Design"

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Lock, Janna G. "Simulation as a Remediation Tool for Clinically At-Risk Associate Degree Nursing Students." ScholarWorks, 2019. https://scholarworks.waldenu.edu/dissertations/7030.

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Evidence-based remediation options are limited for nursing students who fail their clinical competency evaluations. Scholarly literature provides a paucity of studies related to the use of simulation-based technology to remediate nursing students. The research question focused on the difference in the initial competency demonstration evaluation scores of associate degree nursing students compared to the reevaluation scores after remediation with simulation-based technology. Benner's novice to expert and Kolb's experiential learning theories were used to explain how nurses acquire and develop skills. The researcher used a quantitative one-group pretest posttest design to examine archival data from 149 nursing students from a South-Central United States community college who failed their initial competency evaluation and were remediated with simulation-based technology. A Wilcoxon signed-rank test was used to compare the precompetency scores to the after remediation scores and was found to have a statistically significant improvement in students' scores following simulation remediation. A confirmatory factor analysis was conducted showing the competency evaluation questions were measuring the construct they were designed to measure. This study supports prior research findings by substantiating the positive benefits of simulation adding to the limited body of research related to simulation used for remediation. This study can make a positive impact on the nursing profession and the community by contributing to the body of knowledge for those who seek additional methods for students to achieve clinical success. Future studies are needed to validate these findings, which indicate that remediation with simulation-based technology can assist with student retention and promote student success.
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Chang, Kuo-Chin, and 張國欽. "The Impacts of Digital Design Media on Form-Making Discipline for Beginners." Thesis, 2000. http://ndltd.ncl.edu.tw/handle/47655185783754588320.

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碩士
東海大學
建築學系
88
What are the impacts, when applying digital design media to form-making discipline for the beginners? The purpose of this study is to explore and understand the strength and weakness of the application of digital media in design education. The freshmen of class 1999 from the Department of Architecture, Tunghai University were the participants of the study. The class was divided into digital and analog media group and assigned a same form-making exercise. The design exercise, "Collage to Cube", is a three-step exercise from “2D precedents study”, “2D collage composition” and “relief modeling” as a transition, to the “3D cube modeling”. The design thinking and the use of digital media as reflected in the students’ training process were documented and works by the two groups were collected for further investigation. After a detailed analysis, some strengths of digital media were revealed. For the 2D collage composition, during the design development phase, digital environment took no further advantages over analog environment, but the high productivity and elegant output capability resulted in more design alternatives and better presentations. In the modeling stages, the friendly 3D modeling environment with the properties of zero-gravity, de-materiality and visualized real-time productivity provided by digital design media allowed beginners to work on “trial and error” with less fears, so that, many sophisticated and complex spaces could be created. Nevertheless, many weaknesses came along with the strengths. To realize and control the complex models in virtual space thoroughly, spatial experiences, knowledge of form, and strategy of manipulation are required. For the beginner, the techniques of architectural drawings in both 2D orthographic and 3D sketches were under development. With a weak knowledge base on form and space, therefore, to understand the sophisticated and complicated form and space generated by digital media was beyond the beginner’s ability. Losing control in virtual space for beginners is more crucial than it is for experienced designers. The understanding and manipulation of form and space are the most important pedagogical concerns for beginners'' design education in architecture. Therefore, the merging of digital media with beginners’ form-making discipline has become a new challenge of pedagogical strategy.
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Books on the topic "Degree Discipline: Media Design"

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Mishenin, Sergey. Information and analytical work. ru: INFRA-M Academic Publishing LLC., 2019. http://dx.doi.org/10.12737/987953.

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In the textbook the basic concepts concerning the organization and technology of information work of the student-historian are considered. It includes four sections: the first determines the place of the course's problems in the process of historical knowledge; the second tracks the principal features of facts, sources and research, which can potentially be the sphere of historical research; the third introduces the reader to the principles, conceptual apparatus, laws, methods and judgments as means of knowledge.; the fourth introduces the experience of constructing the text of the study, which sums up a certain result of the work done and allows you to " translate the process of learning a new state of relative knowledge." Meets the requirements of the Federal state educational standards of higher education of the last generation. It is intended for undergraduate students studying the discipline "Information and analytical work". It can be useful to persons preparing for admission to the master's degree in the areas of training "History" and "International relations", as well as all those interested in working with documents and other media.
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Zhukov, Aleksey, Vladimir Astashkin, Vil'en Zholudov, and Vyacheslav Semenov. Industrial construction. Buildings and constructions. Corrosion protection and ecology. ru: INFRA-M Academic Publishing LLC., 2020. http://dx.doi.org/10.12737/1064907.

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This monograph summarizes the modern experience of protection of industrial buildings and structures against aggressive impacts are considered characteristic of corrosion processes under the action of liquid, solid and gaseous environments on the main building materials. Provides a system of regulating the degree of aggressiveness for different parts of buildings and constructions basic provisions for the selection of chemically resistant structures and materials, design methodology section corrosion protection. Systematic design methods of protecting groundwater and soil against aggressive and toxic media, the methods of accounting for the cost of corrosion protection as applied to building elements. Designed for a wide range of engineering-technical workers (ITR), related to design, construction and exploitation of constructions and structures. Can also be used as a textbook for technical schools, colleges and training system engineers.
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Moseley, V. J. "Jon", Andreas Lampropoulos, Eftychia Apostolidi, and Christos Giarlelis. Characteristic Seismic Failures of Buildings. Edited by Stephanos E. Dritsos. Zurich, Switzerland: International Association for Bridge and Structural Engineering (IABSE), 2019. http://dx.doi.org/10.2749/sed016.

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<p>Earthquakes can cause considerable fatalities, injuries and financial loss. The forces of nature cannot be blamed, as the problem lies with the structures in seismic regions that may not have been designed or constructed to a sufficient degree to resist earthquake actions or they may have design flaws. This Structural Engineering Document (SED) concerns reinforced concrete and masonry buildings together with geotechnical aspects and presents in a concise and practical way the state of the art of current understanding of building failures due to earthquakes. It classifies the different types of seismic failure, explains the reasons for each failure, describes good practices to avoid such failures and also describes seismic retrofitting/upgrading procedures for pre-earthquake strengthening and post-earthquake repair and/or strengthening techniques for deficient buildings. Carefully selected photographs and diagrams illustrate the different failure types. This document could be considered as quite unique, as this is the first time such material concerning characteristic seismic failures of buildings has been presented together in one single document. It is intended to be a valuable educational reference textbook aimed at all levels of experience of engineers. It provides background information, ideas, guidance and reassurance to engineers in earthquake regions faced with the task of building a safer future for the public and to protect lives. <p> <iframe width="560" height="315" src="https://www.youtube-nocookie.com/embed/Oddi3VTtxCM" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>
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Kaukina, Ol'ga Valer'evna, and Tat'yana Aleksandrovna Aver'yanova. Design of artistic and industrial products. FGUP NTC «Informregistr», 2021. http://dx.doi.org/10.18503/2-2021-2.

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This workshop was developed in accordance with the Federal State Educational Standard 3 ++ and the bachelor's degree curriculum in the field of training 29.03.03 "Technology of artistic processing of materials", profile "Technology of artistic processing of materials" in higher educational institutions. The workshop contributes to the formation of competencies in the discipline "Fundamentals of vocational and technical activities." It presents: all practical work with a description of tasks and examples of the implementation of these tasks, as well as guidelines for the implementation of extracurricular independent work of students. The workshop is intended for students and teachers of higher educational institutions, a wide range of educational workers.
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van den Hoven, Elise, Mendel Broekhuijsen, and Ine Mols. Design Applications for Social Remembering. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780198737865.003.0022.

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With the increasing availability of technology, the number of digital media people create, such as digital photos, has exploded. At the same time, the number of media they organize has decreased. Many personal media are created for mnemonic reasons, but are often not used as intended or desired. We see this as a design opportunity for supporting new experiences using personal digital media. Our people-centered design perspectives start in the real world, in people’s everyday lives, in which remembering is often a social and collaborative activity. This social activity involves multiple people in different situations, and includes digital media that can serve as memory cues. In this chapter, we present six concept designs for interactive products, specifically conceived to support everyday remembering activities that vary in their degree of socialness. From these concepts, five design characteristics emerge: social situation; type of event; social effect; media process; and media interaction.
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Kaukina, Ol'ga Valer'evna, and Tat'yana Aleksandrovna Aver'yanova. Practical work on project activities in packaging production. FGUP NTC «Informregistr», 2021. http://dx.doi.org/10.18503/1-2021-2.

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This workshop was developed in accordance with the Federal State Educational Standard 3 ++ and the bachelor's degree curriculum in the field of training 29.03.03 "Technology of printing and packaging industries", profile "Branding and chemical modeling" in higher educational institutions. The workshop contributes to the formation of competencies in the discipline "Fundamentals of vocational and technical activities." It presents: graphic design of packaging, all practical work with a description of tasks and examples of the implementation of these tasks, as well as guidelines for the implementation of extracurricular independent work of students. The workshop is intended for students and teachers of higher educational institutions, a wide range of educational workers.
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Voigt-Zimmermann, Susanne, ed. Miteinander sprechen – verantwortlich, kompetent, reflektiert. Frank & Timme, 2021. http://dx.doi.org/10.26530//20.500.12657/49674.

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Speech science has a history of over 120 years. In addition to the self-image of the discipline, this book focuses on everything that makes the subject so attractive: With its vital research and teaching subject, speaking and people talking to each other, it is both application-oriented and up-to-date. This explains the continuing high level of interest among students, research partners, and practical professional fields in education, art, media, counseling, therapy, and prevention. With study locations in Halle, Jena and Marburg, Speech Science is represented throughout Germany. As an interdisciplinary research and working subject with links to linguistics, medicine, pedagogy, psychology, politics and sociology, among others, there are also diverse collaborations in research, teaching and practice. This volume offers surprising insights into the diversity of speech science – from its history to the present to an outlook on what will be possible in the future. Susanne Voigt-Zimmermann holds a degree in speech science. After scientific, speech-educational, and clinical-therapeutic activities at the universities of Jena, Heidelberg, and Magdeburg, she has been a professor of speech science at the Department of Speech Science and Phonetics at Martin Luther University Halle-Wittenberg since 2017.
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Dimendberg, Edward, ed. The Moving Eye. Oxford University Press, 2019. http://dx.doi.org/10.1093/oso/9780190218430.001.0001.

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Once the province of film and media scholars, today the moving image concerns historians of art and architecture and designers of everything from websites to cities. As museums and galleries devote increasing space to video installations that no longer presuppose a fixed viewer, urban space becomes envisioned and planned through “fly-throughs,” and technologies such as GPS add data to the experience of travel, images in motion have captured the attention of geographers and scholars across the humanities and social sciences. Mobility studies is remaking how we understand a contemporary world in relentless motion. Media theorist and historian Anne Friedberg (1952–2009) was among the first practitioners of visual studies to theorize the experience of mobile vision. Her books Window Shopping and The Virtual Window have become key points of reference in the discussion of the windows that frame images and the viewers in motion who perceive them. Although widely influential beyond her own discipline, Friedberg’s work has never been the subject of an extended study. The Moving Eye gathers together essays by a renowned international group of thinkers in media studies, art history, architecture, and museum studies to consider the rich implications of her work for understanding film and video, new media, visual art, architecture, exhibition design, urban space, and virtual reality. These nine essays advance the lines of inquiry begun by Friedberg.
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Book chapters on the topic "Degree Discipline: Media Design"

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Karasavvidis, Ilias. "Educational Serious Games Design." In Advanced Methodologies and Technologies in Media and Communications, 106–16. IGI Global, 2019. http://dx.doi.org/10.4018/978-1-5225-7601-3.ch009.

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Serious games are defined as games in which learning has priority over entertainment. While the entertainment industry is characterized by an established game design paradigm, the foregrounding of learning in serious games creates new demands. The design of effective serious games requires the pooling of expertise from both game design professionals and learning sciences professionals. One of the main problems the field of serious game design faces concerns the disconnect between game design and learning design. Several serious game design models have been proposed to bridge this gap. As these models have not been systematically reviewed, their contribution is not known. The chapter presents the state of the art for the field of serious game design and outlines five principal challenges. Next, 11 serious game design models are briefly introduced and reviewed. It is concluded that the degree to which the models meet the five challenges varies and that the field of serious game design is in a pre-paradigm state.
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Loy, Jennifer, Peter Tatham, Ry Healey, and Cassie L. Tapper. "3D Printing Meets Humanitarian Design Research." In Advances in Media, Entertainment, and the Arts, 54–75. IGI Global, 2016. http://dx.doi.org/10.4018/978-1-5225-0016-2.ch003.

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This chapter provides an introduction to the discourse informing humanitarian design research practice and a context for evaluating problem solving strategies in this area of research. Advances in the development of creative technologies, and in particular 3D printing, are stimulating innovations in approach and practice. This chapter is based on a design research project that uses advances in digital technologies to address the logistical challenges facing Oxfam's Water, Sanitation and Hygiene (WASH) projects in East Africa, whilst simultaneously responding to current design theory in humanitarian design research. It takes into account people, process and technology in developing a response to the opportunities provided by creative technologies that offers a new approach to achieving an appropriate balance between paternalistic and participatory design research in this discipline. The field study informing the research took place in Nairobi in 2014/2015 and was principally supported by the Humanitarian Innovation Fund.
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Pasipamire, Notice. "Integration in Mixed Methods Research Designs by Graduate Students at the University of Science and Technology." In Research Anthology on Innovative Research Methodologies and Utilization Across Multiple Disciplines, 289–311. IGI Global, 2022. http://dx.doi.org/10.4018/978-1-6684-3881-7.ch016.

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This chapter reports on a study that investigated how graduate students in the Faculty of Communication and Information Science at NUST were approaching integration in their mixed-methods research dissertations. There has been a concern that lack of expertise of what mixed-methods research is restricts the integrative capacity. Using a research synthesis method, the study investigated three graduate programmes, namely Master's degrees in Library and Information Science, Records and Archives Management, and Journalism and Media Studies from 2016 up to 2018. A total of 95 dissertations were reviewed, and 40 employed mixed-methods research design. It was discovered that integration was commonly done at methods and interpretation levels. Integration of qualitative and quantitative data sets resulted in confirmation (83), expanding understanding (27), and discordance (31). Graduate students dealt with discordant findings by either ignoring the discordance (20), seek corroboration with existing literature (7), or give priority to the quantitative strand (4).
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Bolívar, Manuel Pedro Rodríguez, Carmen Caba Pérez, and Antonio Manuel López Hernández. "The Community Manager and Social Media Networks." In Human-Centered System Design for Electronic Governance, 253–71. IGI Global, 2013. http://dx.doi.org/10.4018/978-1-4666-3640-8.ch015.

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Local governments are increasingly embracing Web 2.0 technologies to encourage the use of means of bidirectional communication to change how they interact with stakeholders, thus providing the greater accountability demanded. Nonetheless, to make Web 2.0 tools efficient, there must be qualified people to operate and supervise the Web 2.0 and social network technologies implemented by local governments. These people, called “Community Managers,” play a key role in the implementation of social networks in local government, successfully or otherwise. In this chapter, the authors analyse whether the training and education of community managers in Spanish local governments is associated with the successful use of social networks by these local governments in their interaction with the public. Their empirical study of local government in Spain shows that the position of community manager is mostly held by men who are aged 25-45 years and have a university degree in journalism, performing in addition, tasks such as updating the municipal website or running the press office.
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Leatherbarrow, David. "In Media Res, or Beginning in the Middle of Things." In T-Squared - Theories and Tactics in Architecture and Design, 10–18. Intellect Books, 2021. http://dx.doi.org/10.1386/9781789384338_2.

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This study of architectural education argues there is no first beginning for the discipline. Instead, the student always begins in the middle of things, the pre-disciplinary context that surrounds the field. Accordingly, the effort of education is to discover possibilities for acting and understanding within those conditions, the way things are here and now, not elsewhere in some more propitious location, nor nowhere, on the open plane of the famous tabula rasa. This approach—beginning not with radical foundations or ultimate goals but in the middle of things—widens teaching’s target to broad topics of inherited culture and the natural world.
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Pierce, Janine M., Donna M. Velliaris, and Jane Edwards. "A Living Case Study." In Advances in Media, Entertainment, and the Arts, 158–78. IGI Global, 2017. http://dx.doi.org/10.4018/978-1-5225-0504-4.ch008.

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Living Case Studies (LCSs) in the discipline of business provide a bridge from knowledge acquisition to knowledge practice in a real world context. They offer the facilitator a knowledge to application methodology and the student a learning by doing experience, which are oftentimes lacking in business courses. The Eynesbury Institute of Business and Technology (EIBT) offers a Diploma of Business leading to either the University of Adelaide or University of South Australia's degree programs in business-related fields. From 2010-2013, EIBT introduced a simulated LCS in its Diploma of Business program to extend collaborative methods and understanding of how different business courses can work together to achieve heightened student engagement. This chapter provides an overview of the journey from planning to implementation, approaches adapted in different courses, reflections on what was learned, and future recommendations if the LCS were to be re-implemented at EIBT.
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Falkner, Katrina. "Embedding Communication Skills in the Study of the Discipline." In New Media Communication Skills for Engineers and IT Professionals, 94–114. IGI Global, 2012. http://dx.doi.org/10.4018/978-1-4666-0243-4.ch007.

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The development of communication skills in Information and Communication Technologies (ICT) majors is increasingly identified as a priority area, with both academic and industry groups calling for a greater focus on the development of these skills within the higher education curriculum. Although widely recognised as important, there is a lack of guidance within the ICT area as to how communication skills should be taught, and the most effective means of developing these skills. This chapter reports on approaches to teaching communication skills development within the ICT discipline. The main contribution of this chapter is the categorisation of communication skills course activities reflecting the context of modern communication skills required by IT professionals that can be easily mapped to a discipline curriculum. These activities represent examples of both informal activities designed to engage students regularly with developing their communication skills, and formal activities designed to assist assessment, including self- and peer-assessment. The authors present their experiences in the design and delivery of an intensive communications skills course designed for international articulation students. An initial analysis of the progress of these students demonstrates increased clarity in the students’ understanding of study and communication requirements, and improved performance in language-rich assessments.
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Fallacara, Giuseppe, and Claudia Calabria. "About Building Stereotomy." In Advances in Media, Entertainment, and the Arts, 575–607. IGI Global, 2016. http://dx.doi.org/10.4018/978-1-5225-0029-2.ch024.

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This contribution tries to reintroduce Stereotomy within the field of “research by design”: the discipline, in fact, can be used as a means of re-composition of the design, project and execution phases. Starting from the origin of this break-up, the focus moves to the actual value of geometric and formal prefiguration and to the validity criteria that make its re-introduction desirable, both as educational discipline and design tool. In addition, it's suggested a line of research related to its critical update and the methods through which figure out the possible outcomes of its application. Particular attention is given to the prototype: only the material realization allows to obtain a tangible result to creative speculation. In the last part 7 stone prototypes will be presented. They have been developed during recent years as a result of the attempt to combine multiple instances into a synthetic architectural object.
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Herro, Danielle. "Elements of Game Design." In Cases on Digital Game-Based Learning, 240–55. IGI Global, 2013. http://dx.doi.org/10.4018/978-1-4666-2848-9.ch013.

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This case examines the development of a game design curriculum offered to high school students as an in-school elective course in the Oconomowoc Area School District (OASD), a Wisconsin suburban school district of 5,200 students. Elements of Game Design (EOGD) was created by an Instructional Technology Administrator (ITA), Technical Education (TE) teacher, and Visual Arts (VA) teacher in 2010, and implemented 9 times during the 2011-12 school year. The rationale for proposing the course was based on the overlap of research, trends, and experience studying game-design and game-based learning environments. To that end, it is important to note the ITA was simultaneously completing an educational technology doctoral degree focused on digital media and learning and engaged in research involving Massively Multiplayer Online Games (MMOG) and Augmented Reality Games (ARG).
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Attiwill, Suzie. "Urban Interiors and Interiorities." In Advances in Media, Entertainment, and the Arts, 58–67. IGI Global, 2020. http://dx.doi.org/10.4018/978-1-7998-2823-5.ch002.

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The question of the inhabitation of cities is becoming one of the key issues of the 21st century as the number of people living in cities exceeds those in rural areas for the first time in history. This chapter addresses the conjunction of urban and interior in relation to the potential of interior design as a discipline that is no longer adequately defined by an architectural context but rather as a practice that is relational and attends to the relationships between people and environments. Emerging trajectories of interior design practice will be presented with the aim of positioning the criticality of contemporary interior design practice as a laboratory for the production of new urban interiors and interiorities.
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Conference papers on the topic "Degree Discipline: Media Design"

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Sorrentini, J., M. Zerrad, G. Soriano, and C. Amra. "Random media confer high polarization degree to unpolarized light." In SPIE Optical Systems Design, edited by Daniel G. Smith, Frank Wyrowski, and Andreas Erdmann. SPIE, 2011. http://dx.doi.org/10.1117/12.896731.

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Akinfeyeva, I. I. "REVIEW OF CREATIVE TASKS IN THE DISCIPLINE «GRAPHICS AND PAINTING» DIRECTION 54.04.01 DESIGN (MASTER'S DEGREE LEVEL)." In INNOVATIONS IN THE SOCIOCULTURAL SPACE. Amur State University, 2021. http://dx.doi.org/10.22250/iss.2021.2.9.

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Voci, Denise, and Matthias Karmasin. "Sustainability and Communication in Higher Education." In Seventh International Conference on Higher Education Advances. Valencia: Universitat Politècnica de València, 2021. http://dx.doi.org/10.4995/head21.2021.12831.

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Sustainability Sciences need communication to communicate knowledge effectively and to engage audiences toward sustainable development. Therefore, the present study examines to what extent media and communication aspects are integrated into sustainability science's curricula of higher education institutions in Europe. For this purpose, a total of n=1117 bachelor and master's degree programs and their related curricula/program specifications from 31 European countries were analyzed by means of content analysis. Results show that the level of curricular integration of media and communication aspects in the field of sustainability science is not (yet) far advanced (18%). This leaves room for a reflection on the perceived (ir-)relevance of communication as a crucial discipline and competence in the sustainability science area, as well as on the social and educational responsibility of higher education institutions.
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Lurang, Kittisak, Auttarat Nawikavatan, and Deacha Puangdownreong. "MBA-Based Two-Degree-of-Freedom PIDA Controller Design for Liquid-Level Control System." In 2020 Joint International Conference on Digital Arts, Media and Technology with ECTI Northern Section Conference on Electrical, Electronics, Computer and Telecommunications Engineering (ECTI DAMT & NCON). IEEE, 2020. http://dx.doi.org/10.1109/ectidamtncon48261.2020.9090750.

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Sun, Xuan, Kjell Andersson, and Ulf Sellgren. "Towards a Methodology for Multidisciplinary Design Optimization of Haptic Devices." In ASME 2015 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2015. http://dx.doi.org/10.1115/detc2015-47181.

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Design of haptic devices requires trade-off between many conflicting requirements, such as high stiffness, large workspace, small inertia, low actuator force/torque, and a small size of the device. With the traditional design and optimization process, it is difficult to effectively fulfill the system requirements by separately treating the different discipline domains. To solve this problem and to avoid sub-optimization, this work proposes a design methodology, based on Multidisciplinary Design Optimization (MDO) methods and tools, for design optimization of six degree-of-freedom (DOF) haptic devices for medical applications, e.g. simulators for surgeon and dentist training or for remote surgery. The proposed model-based and simulation-driven methodology aims to enable different disciplines and subsystems to be included in the haptic device optimization process by using a robust model architecture that integrates discipline-specific models in an optimization framework and thus enables automation of design activities in the concept and detail design phase. Because of the multi-criteria character of the performance requirements, multi-objective optimization is included as part of the proposed methodology. Because of the high-level requirements on haptic devices for medical applications in combination with a complex structure, models such as CAD (Computer Aided Design), CAE (Computer Aided Engineering), and kinematic models are considered to be integrated in the optimization process and presenting a systems view to the design engineers. An integration tool for MDO is used as framework to manage, integrate, and execute the optimization process. A case study of a 6-DOF haptic device based on a TAU structure is used to illustrate the proposed methodology. With this specific case, a Multi-objective Genetic Algorithm (MOGA) with an initial population based on a pseudo random SOBOL sequence and Monte Carlo samplings is used for the optimization.
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Colopy, Andrew. "(Digital) Design-Build Education." In 2019 ACSA Teachers Conference. ACSA Press, 2019. http://dx.doi.org/10.35483/acsa.teach.2019.25.

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Architectural education is often held up as an exemplar of project-based learning. Perhaps no discipline devotes as much curricular time to the development of a hypothetical project as is found in the design studio model prevalent in US architecture schools. Whether the emphasis is placed on more ‘classical’ design skills—be they typological, tectonic, or aesthetic—or on more ‘socio-political or eco-cultural aims,’ studios generally include the skills and values we deem instrumental to practice.1 The vast majority of such studios, therefore, emphasize the production of drawings, images and models of buildings, i.e., representation.2 This is not altogether surprising, as these are, by definition, the instruments of p ractice.3 But the emphasis on drawings and models also reflects the comfortable and now long-held disciplinary position that demarcates representation as the distinct privilege and fundamental role of the architect in the built environment. That position, however, continues to pose three fundamental and pedagogical challenges for the discipline. First, architectural education—to the degree that it attempts both to simulate and define practice—struggles to model the kind of feedback that occurs only during construction which can serve as an important check on the fidelity and efficacy of representation in its instrumental mode. Consequently, design research undertaken in this context may also tend to privilege instrumentation (representation) over effect (building), reliant on the conventions of construction or outside expertise for technical knowledge. This cycle further distances the process of building from our disciplinary domain, limiting our capacity to effect innovation in the built world.4 Second, and in quite similar fashion, the design studio struggles to provide the kind of social perspective and public reception, i.e., subjective political constraints, that are integral to the act of building. Instead, we approximate such constraints with a raft of disciplinary experts—faculty and visiting critics—whose priorities and interests seldom reflect the broad constituency of the built environment. The third challenge, and a quite different one, is that the distinction between representation and construction is collapsing as a result of technological change. In general terms, drawing is giving way to modeling, representation giving way to simulation. Drawings are increasingly vestigial outputs from higher-order organizations of information. Representation, yes, but a subordinate mode that remains open to modification, increasingly intelligent in order to account for direct translation into material conditions, be they buildings or budgets.
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Cox, Leroy R., and Stacy H. Loseke. "A QFD Approach to the Delivery of an Online Degree." In ASME 2010 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. ASMEDC, 2010. http://dx.doi.org/10.1115/detc2010-28986.

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Technology has profoundly changed the manner with which we perform our most basic functions. The innovation of the Internet and other communication media have allowed us to communicate, conduct business, and buy and sell without ever having to leave home. Education has been affected in the same way, as those that would seek to obtain a degree or certification can do so in the comfort of their own homes as opposed to having to commute to a college campus to do so. This paper will discuss how elements of Quality Function Deployment have been used to facilitate a partnership between a traditional university located in western Arkansas and various community colleges in the eastern Arkansas Delta Region. The students in this region are non-traditional, place-bound individuals without access to higher education opportunities, but at the same time, in need of these opportunities to advance in the workplace. This paper will discuss how a university some three hundred miles away is able to deliver a baccalaureate degree to individuals who will most likely never see the college campus. The impact of the initiative as well as particular hurdles and lessons learned thus far will be shared.
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Sharma, Ramesh Chander, and Yashpaul Sharma. "Augmenting Learning through Virtual Reality Applications in Education." In Tenth Pan-Commonwealth Forum on Open Learning. Commonwealth of Learning, 2022. http://dx.doi.org/10.56059/pcf10.7986.

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Pedagogy of student engagement embodies creativity, student autonomy, engagement, and metacognition. We have been working on developing a framework for transformed pedagogies by designing and creating virtual reality experiences for learners. These transformative learning experiences enable learners to learn creatively by exploring and experimenting; as active citizen by making choices, taking decisions, and solving problems; engaging intellectually by generating ideas; reflecting on their own learning, and by learning how to learn through metacognition. We created virtual immersive experiences for the students using real-world content (360-degree media), synthetic content (computer-generated), or a mix of these two. Our work involved creating virtual reality content for places of historical interest in New Delhi and other parts of India. Our work is a type of high-end virtual reality low-end extended reality. We are exploring the usability of this framework in different discipline areas within the framework of theory of cognitive fit and situated learning theory, which allow a greater degree of student engagement for life-enriching experiences. We shall discuss our work we created as virtual reality-based content and its impact on enhancing learning.
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Kuzlyakina, Valentina V., and Jury N. Slepenko. "Automation of Structuring and Research of Lever Mechanisms Kinematics." In ASME 2007 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. ASMEDC, 2007. http://dx.doi.org/10.1115/detc2007-34612.

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The procedure of lever mechanisms structuring being the basis of the majority of mechanical systems is complicated and labor-consuming. The generalized structural modules allow to automate and repeatedly to speed up process of lever mechanisms schemes creation and research of their kinematics in the specialized system “Visual Structure Editor (VSE)”. Ten types of generalized structural modules are offered, which allow to create schemes and to investigate kinematics of lever mechanisms of the second class of any degree of complexity. In this work structuring of various flat mechanisms schemes with any possible number of members based on only 5 types of generalized structural groups is presented. These are a rotating initial link, an onward moving link, a two-driver group with three rotary kinematics couples and two-driver groups with two rotary and one external forward kinematics couples of two types. VSE is broadly used in education process when performing the course designing on engineering discipline.
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Roquette, Juan, Fernando Alonso, and Pilar Salazar. "Human-Centered Design since the Degree Kickoff: from Alumni Experience to Designer and User Experience." In 13th International Conference on Applied Human Factors and Ergonomics (AHFE 2022). AHFE International, 2022. http://dx.doi.org/10.54941/ahfe1001377.

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This article seeks to investigate the new paradigms of digital form and their application to the design process as a way to integrate service design from the very beginning of the process. It addresses a review of the generation of design in the key of "activity of conformation of open strategies". The aim is to open a deep reflection that allows an evolution of the understanding of the discipline of design linked to the outdated definition of "task of formalization of finished objects", which is widespread and still widely assumed. It is undeniable that engineering, urban planning, architecture, graphic design, product design, experience design and fashion design all share a common objective: all of them, in the end, can be considered as "service design".Indeed, each of the modalities of contemporary design and creation involves providing conceptual and oper-ational responses to needs (functional, aesthetic, symbolic, structural, social, individual). In short, creative activity consists of interpreting requirements and constraints in the most creative and efficient way possible. Design is not so much concerned with the need to produce "finished" objects, whether tangible or intangible. Contemporary design aims to create "formal laws", flexible and open, that can be applied according to the changing scenarios posed by today's users. To design digitally today is to create logical structures of data, algorithms and open results. This article rais-es the possibility of designing -from the genesis of the design- by integrating data referring to users and their algo-rithms as the basis of the formal, diagrammatic or structural law of the design solution. From clear mathematical rules and their parameterization, we propose the generation of the base structure of the "digital contemporary design"; from the exposition of data to the generation of “empty form”. In order to that, a preliminary reflection on the Technical drawing / CAD / BIM is proposed as well as describing the languages of the contemporary Design project (data and algorithms necessary for the construction of the form by topological transformations on simple forms). This is a con-temporary way of understanding the generation of the “empty form”. A "prepared" and "structured" format for the subsequent acquisition of successive layers of information (user data) that would trigger the "virtual twin" of the de-sign. Designing by means of topological transformations is an essential exercise in the foundations of digital culture: working with this type of algorithm is the main work of CAD programs. The conception of contemporary design must increasingly take into account the digital era, which constitutes the paradigm of our culture. The ideation and formalization of the actions that define design, architecture, urbanism and the physical environment, go through the management of formal operations within information systems that com-bine identity, visuality, materiality, measurement, financing, parameterization, industrialization, construction mainte-nance and, of course, interaction with users and systems. This phenomenon once again highlights the importance of geometry and drawing as fundamental disciplines that sustain the solid foundations of design education in the Univer-sity.Finally, the article addresses the urgency of defining new methodologies for the design process to ensure that design does not remain a mere "cultural response" to the technical advances produced by science, nor is it a purely intuitive process that proposes images but dispenses with the technical language of its time. We defend the activity of design as a purely contemporary task, which must be generated with the languages and methodologies of our current (and future) time, and for which it must have the possibility of integrating data and adapting to them with flexibility. In this way, any kind of design can be considered "service design" because it will "serve" effectively, avoiding the unnecessary iterations pursued by the LEAN system, which make human actions on reality inefficient and unsustaina-ble. Such a design would prevent the industry from having to generate an overabundance of designs and then discard the inadequate ones (by natural selection, through trial and error, dictated by the market and by user needs).Keywords: Design Training · Design Methodologies · Human-centered Design · Alumni experience · Designer experience ·User Experience · Service Design · Form · Contemporary Design process
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