Open educational resources (OER) play an important role in teaching and learning, especially in lifelong learning. Educational resources should be created in a way that addresses lifelong learners’ needs. Human-centered design (HCD) is a design perspective and an iterative process that involves users in all phases of the process. Thus, an HCD approach can provide relevant advantages when creating OER for lifelong learning. This work presents the Design Toolkit as a case study of digital open educational contents for design education that has been created following an HCD process. The orientation of the Design Toolkit is to provide users OER in a tool format rather than in a traditional manner. The main goal of this research is to contribute to the understanding of how HCD impacts OER creation. The research focuses on teachers, assessing the Design Toolkit content organization and analyzing teacher adoption and usage of the resources. The HCD approach fosters teachers’ satisfaction, promotes OER adoption and provides new design requirements for a future iteration of the HCD process. The results show that designing OER involving users through an HCD approach sets the focus adequately on their needs and limitations. Teachers feel satisfied with the Design Toolkit, fostering the adoption of OER in different educational contexts. Finally, users’ involvement in the whole HCD process points out design and educational requirements for future work.
27 September 2019 in Center for Educational Policy Studies Journal
Digital Making as an Educational Project is an innovative educational experience that has been carried out with students of the Primary Education and Social Education degrees for three consecutive years. The experience introduces digital making as an activity in which students create an object using digital technology. In the process, they not only gain an insight into how the technology works, but also learn the content and competences of the curriculum. This innovative teaching practice was carried out as action research in order to improve traditional higher education practices. In this sense, the proposal puts the student at the centre of the process as the author and protagonist of their own learning process. The experience is based on their own interests: they decide what to make based on a given context. The students work in groups and look for what they need to learn to overcome a particular challenge, while the teacher supports the process as a facilitator, offering guidance and resources when necessary. The evaluation of the whole process is regulated via a group diary (a shared online document) and an individual diary (a blog) that the students produce. The final evaluation is not only of the printed product; the students also produce a video in the form of storytelling, in which they explain how the process evolved from the initial idea to the final impression of the object. They also reflect on what they have learned, how teamwork has worked and what possibilities they believe digital making offers in the primary and non-formal educational contexts in which they will work. All of the processes are compiled in the students' blogs, as well as in the teachers' field notebooks. The experience was executed in collaboration with the Digital Fabrication Centres of Barcelona. The results were organised to highlight the strengths and weaknesses of using technologies to improve higher education offering an approach in which students are at the centre of the whole process. Strengths: strong student motivation, promotion of self-directed and collaborative learning and learning by doing, and familiarisation with a transforming integration of technology as protagonists. Weaknesses: hesitance and resistance to facing the challenge, management of scarce time, large time investment by the teachers, and the difficulty of achieving in-depth reflection on how digital fabrication could be introduced in educational contexts such as primary school and non-formal contexts.
Este trabajo presenta el diseño, puesta en marcha y evaluación de uso del Design Toolkit, una plataforma de recursos de aprendizaje sobre diseño, con un foco especial en la interacción persona-ordenador. Esta plataforma se ha desarrollado siguiendo un proceso de diseño centrado en el usuario que, además de las necesidades de los diferentes tipos de usuario, tiene en cuenta de manera especial los principios educativos del aprendizaje potenciado por la tecnología. El Design Toolkit se dirige a estudiantes y profesionales, y ofrece contenidos educativos en un formato aplicado, orientado a la acción y con distintos niveles de profundidad permitiendo un acceso y navegación según distintos comportamientos. El trabajo presenta los resultados de la evaluación educativa del Design Toolkit en un entorno universitario.