A crisis of literacy has emerged among high school students in the United States. In order to encourage students’ engagement with literacy education, there is a need for an integrated curriculum of English Language Arts (ELA). An integrated language arts curriculum would allow students to learn literacy and reading skills while engaging with a motivating context. Meanwhile, esports has grown as a worldwide culture, expanding to more than just players and spectators to include a whole ecosystem of stakeholders. As esports grow in popularity and acceptance, educators have looked to connect the skills developed in esports with academic and career opportunities. We found esports to be a viable content area for the integrated curriculum because esports is favored among many students and involves reading activity as an essential part of participation.
International Journal of Designs for Learning
Technological advances afford teacher educators, designers, and researchers the opportunity to use videos as an instructional tool to help parents, caregivers, teachers, and other adults support young children’s mathematical development. We created five Magic Math Minute videos to highlight examples of young children’s mathematical thinking and to show how adults can engage children in mathematics conversations. We intended for these videos to inform adults about the ways children explore mathematics and to foster productive adult-child interactions around mathematics. This article documents how we designed five distinct but related formats of a Magic Math Minute video. It describes the video content, design constraints, three online studies evaluating the videos, and how the results of these studies informed revisions to our design.
The generation and description of design precedent is at the core of design case scholarship. However, traditional standards of quality and rigor that are relevant for other types of design and scientific scholarship do not always apply equally to the generation of design cases. In this paper, I describe the nature of design precedent and the standards for evaluating precedent artifacts in a way that foregrounds access of the reader to aspects of design complexity in the design work being described. Standards of quality point towards the
appropriateness and potential contribution of the precedent material to design knowledge, across the following dimensions: interest to other designers; rich representation of the design; articulation of transparency and failure; accessibility of style; and acknowledgement of complexity and scope.
In this paper, I share my experience conceptualizing, designing, and implementing a short-term faculty-led study abroad program for undergraduate and graduate students. The primary theme of the program was on innovation in Swiss teaching and training practices. The location of the 10-day study abroad program was Lucerne, Switzerland; however, as part of the cultural aspect of the program, other cities in Switzerland and countries were also visited. The design of the study abroad program took approximately two-years. This paper serves to divulge the process followed for the creation of the faculty-led short-term study abroad program,
which can aid the design of future study abroad programs with similar themes to other countries or regions of the world. Additionally, the design of this specific study abroad program provides insights into the logistical and creative process that others should consider in the creation of study abroad experiences that provide a balance between cultural and intellectual goals.
The The Design and Development of a Magic-based Teaching Method in Facilitating Creative Design Thinking
This design case introduces a design and development process of using magic performance as a method to facilitate students’ creative design thinking in user-centered design. Magic performance is used not only as a creativity stimulus for facilitating design flexibility but also as a guiding tool for facilitating the design process. Specifically, three design iterations are presented along with design challenges, design solutions, and a discussion of student experiences. A goal of this design case is to inspire other designers to develop similar interventions based on unexplored but meaningful activities, such as magic performance.
The Texas Woman’s University Future Classroom Laboratory (TWUFCL) is a unique learning space designed for use by university faculty, future teachers, and local PreK-12 teachers and students. Part of the European Schoolnet’s Network of Future Classroom Labs, the TWUFCL offers users the chance to explore the science of teaching and learning in a technology-rich environment containing a multitude of individual approaches and applications that are available to teachers throughout the U.S. Centered around the Four C’s of 21st
Century Learning: communication, collaboration, critical thinking, and creativity. This unique learning space allows future teachers to explore technology and applications available in schools prior to student teaching.
The space allows faculty to incorporate practical, interactive teaching experiences into coursework. Local K-12 teachers and students can use the innovative environment to explore ideas and applications they can take back to their own classrooms and use with students across the curriculum. The collaborative design approach to this evolving educational laboratory for training teachers and students included stakeholders from throughout the university and community in its state-of-the-art design described within.
This design case details my efforts as an instructor to combat the fact that my students were not completing
assigned readings. The first step in addressing the issue was recognizing that my students had legitimate reasons for neglecting the assignments and that this was not a situation of me against them. The design solution was based upon the Buzzword Bingo game, a game designed to mock the catchphrases so common in the world of business, and some of the subversive nature of the gamecarried over into the classroom. This lead to students trying to game the system, resulting in tension for me, the instructor, who had to remember that he welcomed these challenges to his authority into the classroom. The increased engagement—which I wanted—required me to become comfortable with the reduced level of control.
Although implementation required minimal technology support and was initially piloted using only a standard
discussion board, I iterated through multiple rounds of software enhancements to improve ease of use and make it easier to provide quality feedback to my students. These changes resulted in unexpected benefits as they enabled me to perform analytics on the captured responses resulting in a deeper sense of their progress and an ability to tailor my instruction to the student’ needs.
Visual mapping is a method of presenting course material in a visual format to aid comprehension. This paper looks at applications of visual mapping in post-secondary courses to engage university students more deeply from the very beginning of a course, through creating visuals to which students can be constantly referred. We discuss our efforts to design visuals of learning outcomes, objectives, concepts, and processes in multiple courses. We will highlight the process we used to build the graphics and keyways these graphics improve the communication and understanding of learning outcomes, content, themes, and processes, primarily via knowledge visualization and visual perceptual learning. We also discuss sharing our discoveries with colleagues to help further develop our understanding of this approach.