Design a pervasive learning service for engineering education


Resolusi: Kumpulan | Tempoh: Lebih dari empat jam

Gambaran keseluruhan


Matlamat

The activity aims at the design of a pervasive learning service for engineering higher education by deploying design thinking approaches that address actual student needs.

Objektif Pembelajaran

Upon completion of the activity students will: - Understand design thinkign concepts and principles - Understand design thinking methods, including empathy, definition of a problem statement, prototype design, and evaluation - Understand concepts related to pervasive learning, including the pedagogical and technical perspectives of a pervasive learning solution - Be able to design a pervasive learning service that addresses engineering student educational needs

Konteks

Design thinking is a new approach to service and product design that aims to introduce creative solutions that bring about positive change and improvement in the lives of users. To achieve this goal, the method focuses on how the user experiences a solution or service while using it. Design thinking is applicable to finding solutions for both commercial and social purposes. In commercial product design, design thinking helps to meet customer needs more faithfully. In designing solutions for social issues, focusing on how the user experiences a situation helps to tackle even difficult problems at first glance that are not easily answered. Pervasive learning is learning that happens anywhere and anytime (anywhere, anytime). It takes place either through conscious pursuit by the student or unconsciously, through daily activities that create knowledge often without it being consciously perceived. In recent years, pervasive learning has been greatly facilitated as a result of the evolution of networks, both landlines and mobile connections, and the evolution of devices that give access to technology and services everywhere and at any time, such as Smart Mobile devices (smartphones). Through this emerging technology, a user can access learning and other information, applications, and services in everyday life without restrictions. Access to information wherever and whenever it contributes to the development of knowledge through formal and informal pathways. This activity involves the design of a pervasive learning service by using design thinking approaches.