490066 PS Lehren und Lernen (2020S)
Digital Schoolbook
Prüfungsimmanente Lehrveranstaltung
Labels
An/Abmeldung
Hinweis: Ihr Anmeldezeitpunkt innerhalb der Frist hat keine Auswirkungen auf die Platzvergabe (kein "first come, first served").
- Anmeldung von Mo 03.02.2020 09:00 bis Mo 17.02.2020 09:00
- Anmeldung von Do 20.02.2020 09:00 bis Di 25.02.2020 09:00
- Abmeldung bis Do 30.04.2020 12:00
Details
max. 15 Teilnehmer*innen
Sprache: Englisch
Lehrende
Termine (iCal) - nächster Termin ist mit N markiert
- Donnerstag 26.03. 09:45 - 13:00 Seminarraum 1 Porzellangasse 4, EG03
- Donnerstag 30.04. 09:45 - 14:45 TU Wien, Bibliothek der Human Computer Interaction Group, Argentinierstraße 8, 2. Stock, 1040 Wien
- Donnerstag 07.05. 09:45 - 13:00 Seminarraum 1 Porzellangasse 4, EG03
- Donnerstag 28.05. 09:45 - 13:00 TU Wien, Bibliothek der Human Computer Interaction Group, Argentinierstraße 8, 2. Stock, 1040 Wien
- Donnerstag 04.06. 09:45 - 13:00 Seminarraum 1 Porzellangasse 4, EG03
- Donnerstag 18.06. 09:45 - 13:00 TU Wien, Bibliothek der Human Computer Interaction Group, Argentinierstraße 8, 2. Stock, 1040 Wien
Information
Ziele, Inhalte und Methode der Lehrveranstaltung
Art der Leistungskontrolle und erlaubte Hilfsmittel
Active participation during the seminar, Participation in group work and presentation of results, digital learning contents
Mindestanforderungen und Beurteilungsmaßstab
mandatory attendance, punctual submission of group work and digital learning contents
Prüfungsstoff
Literatur
Deterding, S., Sicart, M., Nacke, L., O'Hara, K., & Dixon, D. (2011, May). Gamification. using game-design elements in non-gaming contexts. In Proceedings of the 2011 annual conference extended abstracts on Human factors in computing systems (pp. 2425-2428). ACM.Donald A Schön. 1983. The Reflective Practitioner: How Professionals Think in
Action. Vol. 1. Basic Books.Andrew Stapleton. 2005. Research as design – design as research. In
Proceedings of the DiGRA 2005 Conference – Changing Views: Worlds in Play. DiGRA.Keith Trigwell. 2002. Approaches to Teaching Design Subjects: a quantitative
analysis. Art, Design & Communication in Higher Education 1, 2 (Jul 2002), 69–80.
https://doi.org/10.1386/adch.1.2.69Paul Trowler and Terry Wareham. 2008. Tribes, territories, research and teaching
enhancing the teaching-research nexus. (2008).John Zimmerman, Jodi Forlizzi, and Shelley Evenson. 2007. Research through
design as a method for interaction design research in HCI. In Proceedings of the
SIGCHI conference on Human factors in computing systems. ACM, 493–502.Diego Ávila-Pesántez, Luis A. Rivera, and Mayra S. Alban. 2017. Approaches for Serious Game Design: A Systematic Literature Review. The ASEE Computers in Education (CoED) Journal 8, 3 (2017).Stephen Brookfield. 1998. Critically reflective practice. Journal of Continuing Education in the Health Professions 18, 4 (1998), 197–295.Bill Buxton. 2007. Sketching User Experiences: Getting the Design Right and the Right Design. Morgan Kaufmann Publishers Inc., San Francisco, CA, USA.J. Dewey. 1938. Logic: The Theory of Inquiry. Southern Illinois University Press.Clive L. Dym, Alice M. Agogino, Ozgur Eris, Daniel D. Frey, and Larry J. Leifer.
2005. Engineering Design Thinking, Teaching, and Learning. Journal of Engineering Education 94, 1 (Jan 2005), 103–120. https://doi.org/10.1002/j.2168-9830.2005.tb00832.xHenrik Gedenryd. 1998. How designers work – making sense of authentic cognitive activities. Ph.D. Dissertation. Lund University.Kyle Gray, Kyle Gabler, Shalin Shodhan, and Matt Kucic. 2005. How to Prototype a Game in Under 7 Days. (Oct 2005). https://www.gamasutra.com/view/feature/130848/how_to_prototype_a_game_in_under_7_.phpJohn Hattie. 2012. Visible Learning for Teachers: Maximizing Impact on Learning. Routledge.Mick Healey. 2005. Linking research and teaching: exploring disciplinary spaces and the role of inquiry-based learning. Reshaping the University (2005), 14.Rami Ismail. 2014. Game A Week: Getting Experienced At Failure. (Feb 2014). http://www.gamasutra.com/blogs/RamiIsmail/20140226/211807/Game_A_Week_Getting_Experienced_At_Failure.phpInternet interventions 6 (2016), 89–106.Fares Kayali. 2015. Educating secondary school teachers in game design and
game-based learning. In Perspectives on Art Education Symposium. De Gruyter, 59–65.Raph Koster. 2015. A Theory of Fun for Game Design. Paraglyph Press 2005Bryan Lawson. 1997. How designers think: the design process demystified. Architectural Press.Naemi Luckner and Peter Purgathofer. 2014. Explorative Design as an Approach
to Understanding Social Online Learning Tools. International Journal on Advances in Intelligent Systems 7, 3&4 (2014), 493–506.
Action. Vol. 1. Basic Books.Andrew Stapleton. 2005. Research as design – design as research. In
Proceedings of the DiGRA 2005 Conference – Changing Views: Worlds in Play. DiGRA.Keith Trigwell. 2002. Approaches to Teaching Design Subjects: a quantitative
analysis. Art, Design & Communication in Higher Education 1, 2 (Jul 2002), 69–80.
https://doi.org/10.1386/adch.1.2.69Paul Trowler and Terry Wareham. 2008. Tribes, territories, research and teaching
enhancing the teaching-research nexus. (2008).John Zimmerman, Jodi Forlizzi, and Shelley Evenson. 2007. Research through
design as a method for interaction design research in HCI. In Proceedings of the
SIGCHI conference on Human factors in computing systems. ACM, 493–502.Diego Ávila-Pesántez, Luis A. Rivera, and Mayra S. Alban. 2017. Approaches for Serious Game Design: A Systematic Literature Review. The ASEE Computers in Education (CoED) Journal 8, 3 (2017).Stephen Brookfield. 1998. Critically reflective practice. Journal of Continuing Education in the Health Professions 18, 4 (1998), 197–295.Bill Buxton. 2007. Sketching User Experiences: Getting the Design Right and the Right Design. Morgan Kaufmann Publishers Inc., San Francisco, CA, USA.J. Dewey. 1938. Logic: The Theory of Inquiry. Southern Illinois University Press.Clive L. Dym, Alice M. Agogino, Ozgur Eris, Daniel D. Frey, and Larry J. Leifer.
2005. Engineering Design Thinking, Teaching, and Learning. Journal of Engineering Education 94, 1 (Jan 2005), 103–120. https://doi.org/10.1002/j.2168-9830.2005.tb00832.xHenrik Gedenryd. 1998. How designers work – making sense of authentic cognitive activities. Ph.D. Dissertation. Lund University.Kyle Gray, Kyle Gabler, Shalin Shodhan, and Matt Kucic. 2005. How to Prototype a Game in Under 7 Days. (Oct 2005). https://www.gamasutra.com/view/feature/130848/how_to_prototype_a_game_in_under_7_.phpJohn Hattie. 2012. Visible Learning for Teachers: Maximizing Impact on Learning. Routledge.Mick Healey. 2005. Linking research and teaching: exploring disciplinary spaces and the role of inquiry-based learning. Reshaping the University (2005), 14.Rami Ismail. 2014. Game A Week: Getting Experienced At Failure. (Feb 2014). http://www.gamasutra.com/blogs/RamiIsmail/20140226/211807/Game_A_Week_Getting_Experienced_At_Failure.phpInternet interventions 6 (2016), 89–106.Fares Kayali. 2015. Educating secondary school teachers in game design and
game-based learning. In Perspectives on Art Education Symposium. De Gruyter, 59–65.Raph Koster. 2015. A Theory of Fun for Game Design. Paraglyph Press 2005Bryan Lawson. 1997. How designers think: the design process demystified. Architectural Press.Naemi Luckner and Peter Purgathofer. 2014. Explorative Design as an Approach
to Understanding Social Online Learning Tools. International Journal on Advances in Intelligent Systems 7, 3&4 (2014), 493–506.
Zuordnung im Vorlesungsverzeichnis
Letzte Änderung: Mi 21.04.2021 10:49
The course Digital Schoolbook teaches the creation of learning contents for digital schoolbooks across different subject areas. The course is held in cooperation with the Human Computer Interaction Group at the Faculty of Informatics at TU Wien. Participants collaborate with technical students and engage in a `design as research' approach as they work on a series of six different practical tasks involving digital and playful learning. These tasks are tackled by mixed student groups. Preceding and following each task, there is a joint workshop session. Development will be handled by TU Wien students. No prior technical knowledge is necessary to participate in this course.Goals:
to understand the many potential applications of creating and using digital schoolbooks as well as recognise their limits and pitfalls
to understand modern iterative, agile design and development methodologies and recognise their strengths and weaknesses
to unlock creativity and learn to evaluate ideas in the context of digital schoolbooks
to learn collaborating with technicians and programmersMethods:
Students conceptualise, design and reflect on digital schoolbook contents. They also gain insights on the development, which is done by the technical students. The emphasis of the course is on different forms of sketching and prototyping digital schoolbook contents resulting in differentiated design insights.