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A Teacher’s Adoption of Maker-Centered Learning: A Phenomenological Case StudySchad, Michael L 01 January 2019 (has links)
The maker movement is a social movement which espouses the importance of artifact creation through physical and digital tools. As the maker movement moves into educational spaces, researchers and educators are exploring ways to integrate it alongside current classroom practices. A prevalent framework for maker integration is the maker-centered learning framework, which was used as part of the conceptual framework. Currently, more research is needed which justifies and analyzes maker-centered learning in an educational environment. This study aimed to use phenomenological methods to capture the lived experience of chemistry teacher as she integrated the maker-centered learning framework into her chemistry classroom.
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Towards a Democratisation of Digital FabricationNihlwing, Victor January 2018 (has links)
Digital fabrication technologies such as 3D printing is predicted to have a significant impact on our future society. However, the complexity of current 3D modelling softwares risk deterring novices from engaging with the technology. In this thesis, a series of workshops were conducted to explore the implications for novices to create models out of tangible materials such as clay, paper and LEGO, that were then scanned and printed with a 3D printer. The results show that while the tangible materials create engaging opportunities for novices to engage with digital fabrication technologies such as 3D printing, the materials also provide limitations and constraints depending on their physical properties.
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From Matter to Data and Back Again : Enabling Agency through Digital FabricationHansson, Mikael January 2018 (has links)
Digital fabrication technologies such as 3D printers entail a radical change to the traditional consumer-producer paradigm. Combined with other recent developments, self-styled Makers design and fabricate sophisticated devices and interactive technologies that would otherwise never have existed. However, stopping the uninitiated novice from making use of this potential is complex CAD software, and a high barrier to entry. In this study a series of workshops explore the potential of combining traditional handicraft materials – such as clay, paper and fabric – with 3D scanning to enable novices to work with 3D printers. Based on the results a set of instruction were created detailing the process of making three types of practical objects, covering the entire process from the making and subsequent 3D scanning of a physical object, to the software clean-up and final 3D printing. The results suggest that whilst the explored method can enable novices to create 3D printable models, a certain mindset is required for the novice to do so effectively. / Innovation +
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Odorama V2 : tentative de médiation technologique de la synesthésie tactile-olfactivePiguet, Géraldine 11 1900 (has links)
La synesthésie est une condition neurocognitive bénigne où les sujets porteurs de cette différence expérimentent des associations sensorielles de manière automatique, involontaire et idiosyncratique. Chez eux, les informations issues d’une modalité sensorielle telle que la vue, entraînent simultanément l’expression des modalités d’autres sens, tel que l’odorat. Cette particularité serait présente chez environ 4 % de la population mondiale (Hubbard, 2007). Il existe des dizaines de formes répertoriées (Day, 2011) et la teneur de leur expression varie d’un individu à l’autre (Simner, 2013). La synesthésie tactile-olfactive est présente chez 0,3 % des synesthètes (Day, 2011). Elle entraîne des perceptions olfactives selon les textures et autres sensations tactiles. La synesthésie a plusieurs impacts sur le quotidien des synesthètes, car elle affecte notamment leur façon de percevoir et de ressentir leur environnement. Puisqu’il s’agit d’une forme de développement neurocognitif alternatif (Ward, 2019), il peut être considéré comme un type de neurodiversité à part entière. Les expériences synesthésiques sont difficilement exprimables par le langage, ce qui peut provoquer un sentiment d’exclusion (Nielsen et al., 2013). Une des façons de favoriser l’inclusion est l’empathie (Masten, Morelli et Eisenberg, 2011), qui peut être suscitée grâce à des œuvres et des expositions artistiques qui impliquent l’engagement physique des spectateurs (Raboisson, 2014). Nous avons donc tenté de créer une expérience artistique permettant aux participants d’expérimenter avec leur corps les effets de la synesthésie tactile-olfactive. Cependant, il n’existait pas de média capable de réaliser la médiation de ce phénomène sensoriel. Nous nous sommes donc attelées à la conception et à la réalisation d’un tel artefact. En appliquant la méthodologie de la recherche-création, et en particulier les principes du mouvement DIY du « faire », nous avons créé un prototype de machine simulant les effets de la synesthésie tactile-olfactive. Toutefois, cette entreprise de création d’un dispositif de médiation technologique s’est révélée ardue et notre création finale ne ressemble pas exactement au prototype que nous espérions produire. Nous sommes allées aussi loin que nos compétences techniques nous le permettaient pour livrer un objet qui nécessiterait des améliorations futures. Le présent mémoire présente le cadre conceptuel et théorique ainsi que le processus de création dudit artefact. Grâce aux enseignements tirés de l’analyse de notre pratique, nous concluons qu’il existe plusieurs enjeux sociaux et techniques dans la pratique du « faire » en tant que méthode de création d’artefacts technologiques. Nous discutons finalement le rôle qu’un tel projet de recherche-création peut jouer dans la sensibilisation du public vis-à-vis des phénomènes neurocognitifs que sont la synesthésie et la neurodiversité. / Synesthesia is a benign neurological condition in which subjects experience an automatic, involuntary and idiosyncratic cross-activation of the senses. For them, the information from one sensory modality (e.g. sight) triggers a response from another sensory modality (e.g. smell). This condition is estimated to be present in at least 4% of the population (Hubbard, 2007). Dozens of forms of synesthesia exist, and their expression varies from one individual to the next (Simner, 2013). Smell-touch synesthesia affects around 0.3% of the synesthete population (Day, 2011). It induces olfactory perceptions according to textures and other tactile sensations. Synesthesia impacts the day-to-day lives of synesthetes, as it affects the way they perceive and feel their environment. Since it is a form of divergent neurocognitive development (Ward, 2019), it can be considered a form of neurodiversity. Like any form of neurodiversity, its manifestations are difficult to express with language. This can lead to feelings of exclusion (Day, 2005; Nielsen et al., 2013). One way to promote inclusion is through empathy (Masten, Morelli, & Eisenberg, 2011), which can be facilitated through physically engaging artworks and exhibitions (Raboisson, 2014). Our goal was to create an artistic experience that allows participants to physically experience the reality of touch-smell synesthesia. However, as there was no media able to mediate this sensory phenomenon, we tried to understand how to design and build one. By applying a research-creation methodology, and in particular the principles of the DIY “maker movement,” we intended to create a prototype capable of simulating the effects of touch-smell synesthesia. However, this process of creating a device for the technological mediation of the senses proved to be a difficult one, and our final prototype is not exactly what we hoped to produce. We went as far as our technical skills allowed us to and we delivered an object that would require some future improvements. This present Master’s thesis presents the conceptual and theoretical frameworks as well as the process of creating this artefact. Based on the lessons learned from our practice analysis, we conclude that there are several social and technical issues that need to be addressed in the “maker” practice as a method for creating technological artifacts. Finally, we discuss the role that such a research-creation project can play in raising public awareness of synesthesia and neurodiversity.
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An instructional framework for implementing genius hour in the classroomTownsend, Kenneth 06 1900 (has links)
The creation of an instructional genius hour framework for classroom implementation is an objective of this study. Currently, genius hour educators use a wide variety of frameworks. Some genius hour educators do not follow a set framework, yet others continually modify their genius hour frameworks. This study draws attention to the need to create an instructional framework for classroom implementation.
This study was conducted through semi-structured interviews with five of the most respected genius hour educators. For the purposes of this study, each individual educator was treated as a separate case study. During the semi-structured interviews, genius hour educators shared their personal experience with implementing genius hour, their personal philosophies and ideas related to genius hour, their recommendations regarding genius hour implementation, and their recommendations regarding genius hour frameworks for classroom implementation.
Moreover, this study also conducted two observations of genius hour classrooms in action. These classroom observations offered data related to genius hour educational philosophy and the need for a genius hour framework.
This study recommends that educators use an instructional framework when implementing genius hour. A framework will have a positive effect on the performance of genius hour because of the added structure and clarity it provides for students and educators. It is recommended that educators choose a framework, and modify it in order to best serve the academic needs of their particular genius hour programme.
This study moves beyond the genius hour framework by identifying major themes that genius hour educators should consider when implementing genius hour in the classrooms. Alongside the importance of the framework model, the common themes of front-loading, learning from failure, developing passion, and mentoring emerged from the interviews and observations. In essence, this study developed a framework model, game time, based around the importance of incorporating the aforementioned themes. The findings within this study offer an understanding of the importance of using a genius hour framework for classroom implementation. This study envisions that educators can
use the research gathered in order to create an optimal genius hour framework for classroom implementation. This offers a framework for classroom implementation, which should be individualized in order to best suit the classroom specific needs. / Hierdie studie het die skepping van ʼn genie-uur-onderrigraamwerk vir klaskamer-implementering ten doel. Tans gebruik genie-uuropvoeders ’n wye verskeidenheid raamwerke. Sommige genie-uuropvoeders volg nie ’n vasgestelde raamwerk nie, terwyl andere voortdurend hul genie-uurraamwerke verander. Hierdie studie vestig aandag op die behoefte om ʼn onderrigraamwerk vir klaskamerimplementering te skep.
Hierdie studie is uitgevoer deur middel van halfgestruktureerde onderhoude met vyf van die mees gerespekteerde genie-uuropvoeders. Vir die doeleindes van hierdie studie is elke individuele opvoeder as ’n afsonderlike gevallestudie behandel. Gedurende die halfgestruktureerde onderhoude het genie-uuropvoeders hul persoonlike ervarings van die inwerkingstelling van genie-uur, hul persoonlike filosofieë en idees oor genie-uur, hul aanbevelings vir genie-uurimplementering, en hul aanbevelings vir genie-uurraamwerke vir klaskamerimplementering gedeel.
Verder het hierdie stude ook twee waarnemings van genie-uurklaskamers-in-aksie uitgevoer. Hierdie klaskamerwaarnemings het data in verband met genie-uuronderwysfilosofie en die behoefte aan ’n genie-uurraamwerk opgelewer. Hierdie studie beveel aan dat opvoeders ʼn onderrigraamwerk gebruik wanneer hulle genie-uur in werking stel. ’n Raamwerk sal ’n positiewe uitwerking op die uitvoering van genie-uur hê as gevolg van die bykomende struktuur en duidelikheid wat dit aan studente en opvoeders bied. Daar word aanbeveel dat opvoeders ’n raamwerk kies en dit aanpas ten einde die beste in die akademiese behoeftes van hul betrokke genie-uurprogram te voorsien.
Hierdie studie beweeg verder as die genie-uurraamwerk deur belangrike temas te identifiseer wat genie-uuropvoeders kan oorweeg wanneer hulle genie-uur in die klaskamers in werking stel. Afgesien van die belangrikheid van die raamwerkmodel het die algemene temas van voorkantlading, leer uit mislukking, ontwikkeling van passie en leidinggewing uit die onderhoude en waarnemings na vore gekom.
Hierdie studie het wesenlik ’n raamwerkmodel ontwikkel, genaamd speeltyd, wat gebaseer is op die belangrikheid daarvan om die voorgenoemde temas te inkorporeer.
Die bevindings van hierdie studie bied ʼn begrip van die belangrikheid daarvan om ’n genie-uurraamwerk vir klaskamerimplementering te gebruik. Hierdie studie stel in die vooruitsig dat opvoeders die navorsing sal gebruik wat ingesamel is om ʼn optimale genie-uurraamwerk vir klaskamerimplementering te skep. Dit bied ’n raamwerk vir klaskamerimplementering, wat geïndividualiseer behoort te word om die beste in die spesifieke behoeftes van elke klaskamer te voorsien. / Ukwakhiwa kohlaka lokufundisa ngendlela ye-genius hour oluzosetshenziswa ekilasini yiyona njongo yalolu cwaningo. Njengamanje, othisha abalandela indlela yegenius hour basebenzisa izinhlobonhlobo zezinhlaka. Abanye othisha abalandela indlela yegenius hour abasebenzisi izinhlaka ezibekiwe, kodwa abanye bayaqhubeka nokulungisa izinhlaka zabo zegenius hour. Lolu cwaningo luveza isidingo sokwakhiwa kohlaka lokufundisa oluzosetshenziswa ekilasini.
Lolu cwaningo lwaluqhutshwa ngokuxoxisana okuhleliwe nothisha abahlanu abahlonishwa kakhulu begenius hour. Ngokwenjongo yalolu cwaningo, uthisha ngamunye wayethathwa njengowahlukile kwabanye abasetshenziswe ocwaningweni. Ngenkathi kuqhubeka izingxoxo ezihleliwe, othisha begenius hour baxoxa ngabahlangabezana nakho uma beqalisa ukusebenzisa igenius hour, imigomo abayilandelayo kanye namasu ahambisana negenius hour, izincomo zabo mayelana negenius hour kanye nezincomo zabo ngezinhlaka zegenius hour ezizosetshenziswa ekilasini.
Phezu kwalokho, lolu cwaningo luphinde lwabuka kusetshenziswa igenius hour kabili emakilasini ngenkathi eqhubeka. Lokhu kubhekwa kwamakilasi kwaveza imininingwane
eqondene nemigomo yezemfundo yegenius hour kanye nesidingo sohlaka lwegenius hour. Lolu cwaningo luncoma ukuba othisha basebenzise uhlaka lokufundisa uma beqala ukusebenzisa igenius hour. Uhlaka luzoba nomphumela omuhle ekusebenzeni kwegenius hour, ngenxa yokwakheka okwengeziwe kanye nokucacisa, ihlinzekela abafundi nothisha. Kunconywa ukuba othisha bakhethe uhlaka, balulungise kahle ukuze luhambisane nezidingo zezemfundo zohlelo lwabo oluthile lwegenius hour.
Lolu cwaningo luhamba ludlulele ngale kohlaka lwegenius hour ngokuhlonza izingqikithi okufanele othisha begenius hour bacabange ngazo uma beqala ukusebenzisa igenius hour emakilasini. Ngaphandle kokubaluleka kwesimo sohlaka, izingqikithi ezejwayelekile zokufundisa ngokuhlahla indlela, ukufunda ngokwehluleka kuqala, ukukhula kothando kanye nokwalusa kwavela ezingxoxweni nasekubukeni.
Empeleni. lolu cwaningo selwakhe isimo sohlaka, isikhathi semidlalo, okuncike ekubalulekeni kokuhlanganisa lezi zingqikithi ezibaliwe.
Okutholakele kulolu cwaningo kunikeza ukuqonda kokubaluleka kokusebenzisa uhlaka lwegenius hour ekilasini. Lolu cwaningo lubona ukuthi othisha bangasebenzisa imininingwane etholakale ocwaningweni ukwakha uhlaka lwegenius hour olusebenza kahle oluzosetshenziswa ekilasini. Lokhu kuhlinzeka uhlaka oluzosetshenziswa ekilasini, okumele lwenziwe lusebenzele umuntu ngamunye ukuze luhambisane kahle nezidingo zekilasi ngalinye. / Curriculum and Instructional Studies / D. Ed. (Curriculum and Instructional Studies)
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A Solder-Defined Computer Architecture for Backdoor and Malware ResistanceAbel, Marc W. January 2022 (has links)
No description available.
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Enhancing Creative, Learning and Collaborative Experiences through Augmented Reality-compatible Internet-of-Things DevicesPashin Farsak Raja (15348238) 29 April 2023 (has links)
<p>The "Maker Movement" is a cultural phenomena rooted in DIY culture, which stresses making devices and creations on your own rather than purchasing it ready-made. At the core of the Maker Movement, is the "Maker Mindset"; a collection of attitudes, beliefs and behaviors that emphasize the importance of creativity, experimentation and innovation in the learning process. Since the Maker Mindset embodies constructionist principles at its core that push makers to experiment and problem-solve by collaborating with fellow makers through hands-on activities, it can be said that these activities comprise of Creative, Learning and Collaborative experiences. While Internet-of-Things devices have long been used to enhance these activities, research pertaining to using Augmented Reality in tandem with IoT for the purpose of enhancing experiences core to the Maker Mindset is relatively unexplored. Three different systems were developed with the goal of addressing this -- MicrokARts, ShARed IoT and MechARspace. Each system focuses on enhancing one of the three core experiences through AR-compatible IoT devices, whilst ensuring that they do not require prerequisite knowledge in order to author AR experiences. These systems were evaluated through user studies and testing over a variety of age-groups, with each system successfully enhancing one core experience each through the use of AR-IoT interactions.</p>
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