framework for the implementation of a virtual design studio model in ...
framework for the implementation of a virtual design studio model in ... framework for the implementation of a virtual design studio model in ...
VDS environment and to make sure that the students were utilising the technologies and making required use of it. Figure 6.7 shows a sample of the activities available for the participant. Figure 6.7: Workbook Activities: Workbook activities based on Situated-Learning Style The second theme aimed at encouraging the students to observe the surrounding environment, in this case the Emirate of Sharjah, and help them establish their initial views about areas of improvements (see appendix A). It was also aimed at engaging the students in more virtual work through the use of Facebook and the web page and furthermore it encouraged the student to reflect on each other‟s views and on their own and finally the student is asked to think freely and get inspired by their surroundings. The final section concentrated at preparing the student for their final submission by referring them to concrete examples of previous studios (in this case the Cardiff studio) The workbook activities encouraged collaboration and creativity throughout the whole process by encouraging the student to think freely and observe the surroundings and work in groups. � Games Another important element of the pedagogical layer is the deployment of games as a learning tool. Using games in classroom can help the 135
student engage with their learning materials and make learning fun. Using games also appeals to a wider range of learning styles; these games are visual, auditory, dynamic, and colourful involving more than one sense. When rote memorisation is necessary 292 interactive games offer a tool that makes the memorisation more effective. The students are more in control of the information they receive. According to their learning abilities the students can control the information they receive as well as the information they produce. The students also are responsible of the flow of information rather than having a teacher do it which responds to the student-centred learning method mentioned above. Games were used in this VDS 3 with clear links and relevance to the curriculum of the VDS 3. The students were made aware of the benefit of these games and their academic relevance. There were two types of activities in the VDS. Some were presented in the workbook and others were carried out in the classroom and all the activities had their academic relevance to the VDS 3. (See figure 6.8 – see attached CD for more pictures) Figure 6.8: Student conducting some in-class games 292 Wright, P., (2009) ‘Trainee Teachers' e-Learning Experiences of Computer Play’, Innovate, 5(4). 136
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student engage with <strong>the</strong>ir learn<strong>in</strong>g materials and make learn<strong>in</strong>g fun.<br />
Us<strong>in</strong>g games also appeals to a wider range <strong>of</strong> learn<strong>in</strong>g styles; <strong>the</strong>se<br />
games are visual, auditory, dynamic, and colourful <strong>in</strong>volv<strong>in</strong>g more than<br />
one sense. When rote memorisation is necessary 292 <strong>in</strong>teractive games<br />
<strong>of</strong>fer a tool that makes <strong>the</strong> memorisation more effective. The students<br />
are more <strong>in</strong> control <strong>of</strong> <strong>the</strong> <strong>in</strong><strong>for</strong>mation <strong>the</strong>y receive. Accord<strong>in</strong>g to <strong>the</strong>ir<br />
learn<strong>in</strong>g abilities <strong>the</strong> students can control <strong>the</strong> <strong>in</strong><strong>for</strong>mation <strong>the</strong>y receive as<br />
well as <strong>the</strong> <strong>in</strong><strong>for</strong>mation <strong>the</strong>y produce. The students also are responsible<br />
<strong>of</strong> <strong>the</strong> flow <strong>of</strong> <strong>in</strong><strong>for</strong>mation ra<strong>the</strong>r than hav<strong>in</strong>g a teacher do it which<br />
responds to <strong>the</strong> student-centred learn<strong>in</strong>g method mentioned above.<br />
Games were used <strong>in</strong> this VDS 3 with clear l<strong>in</strong>ks and relevance to <strong>the</strong><br />
curriculum <strong>of</strong> <strong>the</strong> VDS 3. The students were made aware <strong>of</strong> <strong>the</strong> benefit<br />
<strong>of</strong> <strong>the</strong>se games and <strong>the</strong>ir academic relevance. There were two types <strong>of</strong><br />
activities <strong>in</strong> <strong>the</strong> VDS. Some were presented <strong>in</strong> <strong>the</strong> workbook and o<strong>the</strong>rs<br />
were carried out <strong>in</strong> <strong>the</strong> classroom and all <strong>the</strong> activities had <strong>the</strong>ir<br />
academic relevance to <strong>the</strong> VDS 3. (See figure 6.8 – see attached CD <strong>for</strong><br />
more pictures)<br />
Figure 6.8: Student conduct<strong>in</strong>g some <strong>in</strong>-class games<br />
292 Wright, P., (2009) ‘Tra<strong>in</strong>ee Teachers' e-Learn<strong>in</strong>g Experiences <strong>of</strong> Computer Play’, Innovate, 5(4).<br />
136