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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
221

Fostering critical thinking dispositions in the Technology classroom

Janse van Rensburg, Joalise January 2020 (has links)
The purpose of this study was to investigate and describe how technology teachers foster a positive disposition towards Critical Thinking (CT) in their learners. One of the general aims listed in the South African National Curriculum Statement (NCS) specifically calls for the use of CT to enhance learners’ ability to identify and solve problems. In the Curriculum and Assessment Policy Statement (CAPS) for technology, CT is required to successfully solve problems during the design process. The design process, which is central to technology, thus offers many opportunities to nurture CT should teachers be willing to exploit them. CT consists of two components, namely, CT skills and CT dispositions. CT skills refer to the cognitive abilities of a person, while CT dispositions are concerned with an individual’s internal motivation to think critically. A fair amount of research regarding CT focuses on CT skills. The limited research available on CT dispositions reports mostly on its definition, classification, and assessment. The paucity of literature on CT dispositions suggest that teachers cannot draw from existing literature to inform their practice regarding the ways in which one could foster a willingness to think critically. This study, therefore, aimed to improve our understanding of the strategies used by technology teachers to promote CT disposition. The conceptual framework for this study was based on Facione’s (2011) seven dispositions towards CT, and was augmented by a description of the design process in technology education. The premise for using this framework is based on the assumption that if an individual is positively disposed towards CT, they will be inclined to critically solve the problems encountered during the design process in technology. The design process further presents the opportunity to nurture CT dispositions. This study engaged in a qualitative research approach and a multiple case study design to investigate how technology teachers foster CT dispositions in their learners. To this end, 10 senior phase technology teachers were purposefully selected and interviewed. The interviews comprised open-ended questions about each disposition to gain an in-depth understanding of the strategies that teachers use in their classroom. Five of these teachers were then observed for one design-based lesson to explore how these strategies are actualised in the technology classroom. The analysis of the interview data indicated that the participants used a variety of strategies to foster all the CT dispositions. These strategies were also noted during the observations, with no new strategies being revealed. The strategies included the use of assessments, discussions, the classroom environment, examples, feedback, modelling, questioning and resources. It was found that the participants used four main strategies as initial actions that acted as a platform for, or led to the use of supporting strategies to foster all of the CT dispositions. Through this study, some strategies that were identified in the literature regarding the nurturing of CT, its skills and dispositions were confirmed. Other strategies were identified as relating to the principles for teaching CT dispositions, while two strategies were recognised that were not mentioned in the literature. It is recommended that further research be conducted on the effectiveness of these strategies, learners’ experience of the strategies, and that longer periods of observation be done to include the facilitation of the entire design process. The research on CT dispositions up until this point has not suggested or described explicit strategies to specifically foster the dispositional component of CT. The findings and conclusions of this study are also not considered as the final answer to this paucity of literature, it does, however, pose as a departure point for further investigation and development. / Dissertation (MEd)--University of Pretoria 2020. / pt2021 / Science, Mathematics and Technology Education / MEd / Unrestricted
222

An investigation of barriers affecting the use of simulation in the high school design process

Mathabatha, Lekoba Noria January 2020 (has links)
Thesis (M. Ed. (Technology Education)) -- University of Limpopo, 2020 / This research focused on the effective use of simulation in the high school design process. Technology develops learners’ simulation skills in the design process. According to the CAPS document in technology, learners should be provided with the opportunities to use a variety of life skills to solve technological problems. Solving technological problems require learners to engage their simulation skills. This involves learners identifying problems, formulating problems, collecting real data, formulating and developing a model, validating the model, and documenting the model. Technology as a subject considers simulation skills as important to learners in real situations. It seems that teachers find it difficult to use simulation effectively in the classroom. The literature also reports that technology teachers fail to develop learners’ opportunities to handle the problems in the way of the goals that they need to achieve. This is a challenge in the teaching of technology. The study thus sought to investigate this challenge. This study used Maria’s (1997) simulation models: problem identifying, problem formulating, collecting data, developing model, validate model and documenting model. The study was also based on the design process, which includes: investigate design, make, evaluate and communicate. Maria’s simulation models were used with the design process to demonstrate the way in which simulation skills can be used to solve technological problems using the design process. This study engaged qualitative research using a multiple case study design and purposive sampling. Technology teachers with less than five years and those with more than five years of experience teaching technology were considered appropriate for this study. Data was collected by means of observations and semi-structured interviews and was analysed using the simulation models. A major finding of the study was that the technology teachers had inadequate knowledge of the use of simulation. The sampled technology teachers were unable to provide learners with opportunities to use simulation effectively in their classrooms. During the classroom observations, the participants did not engage the design process in the teaching of simulation. It appeared that these teachers were not aware of the requirements of CAPS. CAPS in technology stipulates that teachers should be aware that learners need to have knowledge of the design process (DBE, 2011). The major recommendation of this study is that technology teachers should have adequate knowledge of the use of simulation, the skills to be used in the use of simulation, and the steps to be used in gaining problem-solving skills. It is also recommended that technology teachers should ensure that they use the design process in the teaching of simulation. The use of the design process may provide teachers with opportunities to use simulation effectively in the classroom. Key words: Simulation, design process, problem solving skills, self-efficacy
223

Ett steg i att öka självständigheten hos funktionsvarierade : Utveckling av förvaringslösning på elektriska rullstolar / A step towards increasing the independence of the functionally diverse : Development of storage solution on elektric wheelchairs

Norman, Patrik January 2022 (has links)
Permobil AB är ett medicintekniskt företag som bland annat tillverkar elektriska rullstolar. Till dessa rullstolar existerar i nuläget inte en större förvaringslösning som tillåter brukare enkel tillgång till innehållet. Frånvaron av förvaring leder till att improviserade och hemmagjorda lösningar används, vilket i sin tur leder till sekundära problem som exempelvis försämrad stabilitet och trycksår. Projektets mål var därför att skapa en prototyp (inklusive dess 3D-modeller) som tillät upp till 20 liter förvaring med tillgänglighet för brukaren. Projektets övergripande syfte var att öka självständigheten hos Permobils brukare och att öka deras möjlighet till deltagande i vardagsaktiviteter. Givet rådande Covid-19 omständigheter vid tidpunkten för detta arbete så utfördes inga användbarhetstester direkt mot brukare för att minimera smittspridning av viruset. Prototypen avgränsades även till att endast anpassas till Permobils sitssystem Corpus. Designprocessen användes som projektets huvudsakliga utvecklingsmetod där datainsamling bestod av inledande användbarhetstester i syftet att se problem och behov, användarhistorier, en användarresa och en riskanalys. Samtliga delar bidrog till skapandet av en kravspecifikation. I projektets designinriktade delar skapades tre moodboards och två tillfällen hölls med Permobils anställda för att skissa på idéer och lösningsförslag. Koncept som valdes att vidareutvecklades utvärderades genom 3D-modellering samt via skapandet av fysiska prototyper. De fysiska prototyperna funktionstestades mot den elektriska rullstolen för att utvärdera rörelsemönster, begränsningar och infästningsmöjligheter. En slutgiltig prototyp erhölls, där ett mekaniskt system omvandlade en linjär rörelse till en cirkulär. Rörelsen motsvarade 90° och tillät exempelvis väskor och påsar i storleken 20 liter att förflytta sig från den elektriska rullstolens rygg till dess sida. Projektets mål ansågs därför uppfyllda. Inga utmattningstester utfördes på prototypen då det varken var ekonomiskt eller tidsmässigt lönsamt i dess tidiga stadie och ska-krav som existerar på grund av ISO-standarder uppfylldes därför inte. Simuleringar och ytterligare utveckling i aluminium hade också varit nödvändigt för att bekräfta och uppfylla att konstruktionen håller för den önskade maxvikten. Resterande krav ansågs uppfyllda. Då ytterligare tester och förbättringar behövs så kan inte syftet för projektet anses vara uppfyllt, men visionen om en ökad självständighet lever vidare med prototypens vidareutveckling. / Permobil AB is a medical technology company that, among other things, manufactures electric wheelchairs. There is currently no major storage solution for these wheelchairs that allows users easy access to the content. The absence of storage leads to the use of improvised and home-made solutions, which in turn leads to secondary problems such as impaired stability and pressure ulcers. The project's goal was therefore to create a prototype (including its 3D models) that allowed up to 20 liters of storage with accessibility for the user. The overall purpose of the project was to increase the independence of Permobil's users and to increase their ability to participate in everyday activities. Given the prevailing Covid-19 circumstances at the time of this work, no usability tests were performed directly on users to minimize the spread of the virus. The prototype was chosen to be adapted only to Permobil's seating system Corpus. The design process was used as the project's main development method where data collection consisted of initial usability tests in order to see problems and needs, user stories, a user journey and a risk analysis. All parts contributed to the creation of a requirements specification. In the design-oriented parts of the project, three mood boards were created and two occasions were held with Permobil's employees to sketch ideas and solution proposals. Concepts chosen to be further developed were evaluated through 3D modeling and the creation of physical prototypes. The physical prototypes were functionally tested against the electric wheelchair to assess movement patterns, limitations and attachment possibilities. A final prototype was obtained, in which a mechanical system converted a linear motion into a circular one. The movement corresponded to 90° and allowed, for example, bags in the size of 20 liters to move from the back of the electric wheelchair to its side. The project's goals were therefore considered achieved. No fatigue tests were performed on the prototype as it was neither economically nor temporally profitable in its early stages and requirements that exist due to ISO standards were therefore not met. Simulations and further development in aluminum are also necessary to confirm and fulfill that the construction holds for the desired maximum weight. The remaining requirements were considered met. As further tests and improvements are needed, the purpose of the project cannot be considered fulfilled. Still, the vision of increased independence lives on with the further development of the prototype.
224

refin [d]ing process

Ziegler, Jochen 11 May 1998 (has links)
This thesis marks a point where the priorities determining my occupation with architecture might shift. In part it is a reflection of an approach to architecture, which generates an awareness that can be extended to an environment of practice. This awareness should provide direction towards the making of architecture, regardless to the number of constraints or limitations which reality might impose. This project is the documenting vehicle for the examination of a design process. The proposal is the evidence of this design process. Its documentation should prove and expose qualities which derived from my approach to architecture. / Master of Architecture
225

Design of a Ski Mountaineering Helmet

Zernell, Mikaela January 2020 (has links)
This is a master thesis project in Industrial Design Engineering at Luleå University of Technology performed during the spring semester 2019 and with the goal to design a helmet for POC specialized for ski mountaineering.   To cope with new rules in ski mountaineering competitions, to widen the product catalogue of POC and to make ski mountaineering safer and more enjoyable, a double certified helmet was to be designed, meaning certified for both mountaineering and downhill skiing. The end goal with the project was a product concept fully ready to be prototyped and tested for both EN 12492 – mountaineering helmets and EN 1077 – ski helmets standards.   Theories relevant to the project has been researched, they include head injuries, manufacturing methods, anthropometry, and safety certifications. Some takeaways from these were that head injuries in ski mountaineering can be severe or deadly, but can be mitigated by using a helmet, helmets are usually produced by expanding plastic beads into a shock absorbing material, by expanding the beads more, the shock absorbing material gets a lower density, and by expanding them less the material gets a higher density, an easy way to design a helmet that fits well on most people’s heads is to use headforms, and that an easy way to design a helmet that can be EN1077 and EN12492 certified is to use similar dimensions as existing helmets with the same certifications.   Methods used in the project has been: a survey asking users for insight and opinions; analysis of the brand POC; competition research; observations; idea generation - including 6-3-5 and body storming; and creation and evaluation of prototypes.   The project has resulted in information about user’s experiences of SKIMO helmets, users wants and needs, an analysis of POC products, ideas, prototypes for testing functionality, clay models for exploring shape, a concept decision and last but not least, a CAD model and a prototype of the final concept. The survey results together with some observations could be summarized as three problems to solve and six features the helmet should have. 1. Temperature Change. 2. Ventilation holes makes goggle foggy when worn on the on the forehead. 3. The third problem is created as a combination of the EN 1077 standard penetration test for ski helmets and the users need for “extremely good ventilation”.   Requested features were: 1. The users want to be able to where sun glasses in a passive position on top of the helmet. 2. They want head lamp attachment. 3. It should look good. 4. Side straps for goggles are requested. 5. It should be colourful so that it’s easy to detect in the mountain terrain. 6. And of course, it needs to be lightweight.   The result is a SKIMO helmet I chose to call POC Ibex. It’s a helmet with a double layer EPS liner with multiple functions. It allows for ventilation to the forehead without fogging up the goggles and helps withstanding penetration tests while still having big ventilation holes. It has Magnetic removable ear pads, that can be attached without removing the helmet. It’s made from EPS and PC and on the top, it has an extra thick layer of PC for extra protection against rock fall.
226

How Virtual Reality Impacts the Landscape Architecture Design Process at Various Scales

Hill, Drew M. 01 August 2019 (has links)
In the field of landscape architecture, the use of virtual reality (VR) is increasing as a tool for visualization and presentation in the late stages of the design process. Many of the benefits that make VR valuable in the later stages of the design process suggest that VR may also be valuable when used in earlier stages such as analysis and concept development. However, existing research does not provide a detailed study of design within VR during those early stages. Recent advancements in technology allow the potential to bring significant changes in the way that design-related professionals collaborate and design. While the use of VR in design professions is increasing, researching is lacking in addressing the benefits of VR such as what unique capabilities VR provides, what are the limitations in its use, and at what project scales should it be used. This study examines two student design projects to test the impacts of VR when used in the analysis and concept development stages of the design process at both a large master planning scale and a smaller site-design scale. A series of surveys and focus groups were used to gather feedback from participants over several data collection rounds in each project. Participants reported various advantages and disadvantages of utilizing VR in the design process, and the data suggests that VR improved their ability to understand complex issues and relationships and gave them an improved spatial understanding and awareness of the three-dimensional nature of their designs. However, verbal team collaboration proved to be negatively affected by using VR. The results of this research demonstrate the value and benefits of VR as a tool for analysis and concept development while also highlighting weaknesses and areas for improvement. This study suggests a positive outlook for the use of VR as a design tool and demonstrates that it can enhance and effectively be integrated into the early phases of the landscape architecture design process on both large and small project scales.
227

Designing Engagement: A Method for improving Multisensorial Properties of Products

Sanchez, Norberto 25 July 2019 (has links)
No description available.
228

Recreating the aesthetic experience of Orwell’s book nineteen eighty four as a Tabletop roleplaying rule set : A systemic perspective on rules as the aesthetic space in Oceania 2084

Eriksson, Johan January 2023 (has links)
By examining the results of an iterative design process, specifically a tabletop roleplaying game, Oceania 2084, this thesis aims to formulate a generalizable design process applicable when translating a work of fiction into a ruleset. The object that was translated into a ruleset was the book Nineteen Eighty-Four written by George Orwell in 1949. The iterative game development process spanned over 2.5 years and the author provides documents from 2phases of playtesting and discusses how the playtest results influenced design choices. In addition to the analysis of the effects of playtest results, the author also explores various game design decisions by means of auto-ethnographic analysis, and semiotic analysis. / Genom att undersöka resultatet av en iterativ designprocess för ett bordsrollspel, Oceania2084, så syftar denna uppsats till att formulera en generaliserbar designprocess för översättningen av ett skönlitterärt verk till ett regelsystem. Objektet som översatts till ett regelsystem är boken 1984 skriven av George Orwell år 1949. Den iterativa utvecklingsprocessen sträckte sig över en 3 års period, och författaren inkluderar dokumentation från 2 speltestningsfaser och analyserar hur dessa resultat påverkade de tagna designbesluten. Utöver att analysera speltesternas resultat så utforskas en mängd designbeslut genom autoetnografisk analys, och semiotisk analys.
229

A study of optical properties of various materials as a tool in the process for designing a luminaire

Grahn, Kajsa January 2021 (has links)
Overlooking the important role materials, in relation to light, have in interior design and architecture is not so uncommon. However, materials are not only important for understanding light in architecture, but also in product design since all objects within a space contribute to its visual character and spatial appearance. This study investigates differences in optical properties of a selection of materials often found in Scandinavian domestic environments. It also explores and discusses the main question of how, in the process of designing a luminaire, product and lighting designers could make use of the visual quality differences between the selected materials, and when put in a spatial context how their properties can be used as a tool to create different lighting scenarios. In order to answer the main question, the study applied a practical approach including a small scale and full-scale laboratory, in which the investigation was based on testing and experimenting with light and material and where qualitative and quantitative aspects were observed, measured, and consolidated.
230

Aligning Functional Analysis Processes with Designers' Natural Cognitive Flow

Reeling, Hunter Scott 20 July 2023 (has links)
No description available.

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