革新学习:课程熟人转化为创客空间

Sameena Javaid, Humera Farooq, M. Noman
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引用次数: 2

摘要

创客空间是一种强大的创新学习形式,其精神基于发明学习。它创造、合作和创新,让学生参与动手项目,培养广泛的技能。换句话说,创客空间是一个做出选择、创造和联系的地方。以社区为基础的工作坊和DIY(自己动手)项目正在促进同伴生产和制作的实践。现有的科学和多媒体应用都是通过修修补补来完成的,大学创客空间的概念还很稚嫩,但在全球都很受欢迎。大学正在努力使他们的本科生和即将毕业的工程师能够利用创新和创造力,在需求日益增长的市场或行业中保持竞争力和适用性。本文探讨了一个案例研究,通过分配与课程需求相关的实时项目,使多媒体实验室能够识别问题,构建模型,熟练应用,重新设计想法,并与他人分享知识,从而将多媒体实验室转变为Makerspace SMMS(制作多媒体系统的空间)。在这里,老师扮演着“创客老师”的角色,设计项目的概念,决定项目的行动。老师还将他们的实验室重新设计成一个创客空间倾斜的多媒体实验室。工程项目创意和现实场景原型也是多媒体创客空间的一部分。在目前的研究中,学生们通过破解和解码旧版本和理解实时项目的原型,参与研究模型、建筑规范和建筑蓝图及其过程。根据观察、录像、访谈和其他文献资料,作者对这一萌芽和新兴领域的发现内涵进行了定性讨论和结果总结。应用创客空间的成果无疑是有效的,产生了更好的效果,将数字和物理技术融合在一起,在实践和理论状态下更好地工作。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Renovated learning: Curriculum acquaintances into makerspace
Maker space is a powerful form of renovated learning which ethos is based on invents to learn. It creates, collaborates and innovates to engage students in hands-on projects and develop a large range of skills. In other words makerspace is place to make choice, create and connect. Community based workshops and DIY (Do It Yourself) projects are promoting the practice of peer production and fabrication. Existent science and multimedia applications are done by tinkering, the idea of university maker space is infantile and young but getting well-liked in global world. Universities are working a lot in terms to make their undergraduates and graduating engineers able to harness innovation and creativeness to stay competent and applicable in market or industry with increasingly growing requirements. This paper delves into a case study where multimedia lab is converted into a Makerspace SMMS (Space to Make Multimedia Systems) by assigning real time projects, related to the curriculum needs, and making them able to identify problem, construct model, become skilled at to apply, rework ideas, and share acquaintance with others. Here teacher acts as a “Maker Teacher” who designs the concepts of projects and decides the moves. Teacher is also redesigning their labs into a makerspace sloping multimedia lab. Engineering project ideas and prototype of real world scenarios are also part of the multimedia makerspace. In present study the students are engaged in inquiring models, building codes and architectural blueprints and their processes by hacking and decoding the older versions and understanding the prototypes of the real time projects. Drawing upon observations, videos, interviews and other documentation, author concludes with a qualitative discussion and results of the connotation of the findings for this embryonic and emergent field. Outcomes of applied makerspace in no doubt effective and producing better results to blend digital and physical technologies to work better in practical and theoretical state of affairs.
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