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 ...

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innovative ideas emerge. Schoenfeld 205 argues that it is within the process of collaborative design the student should find the joy, rather than from the final product. As this study aims at integrating collaboration and creativity in design education with the help of technology; it was important to highlight the importance of creativity among teams. Leonard and Swap 206 argue that creativity is a process that can be managed. When seen from this perspective, according to Ambile 207 , the correct level of challenge has to be taken into account when trying to stimulate creativity within teams. The creative process, according to Ambile 208 and Leonard and Swap 209 , ranges from the day-to-day processes to the breakthrough point as seen in the creative process. They believe that this process can be managed and learnt by groups by providing the right culture and the safe environment. Ambile 210 categorises three parts of creativity: expertise, flexibility, and motivation. She further classifies motivation into the intrinsic and extrinsic. Intrinsic motivation, according to Ambile, is the internal desire to do something while the external motivation is outside influencing factors. Ambile claims that intrinsic motivation is a far more potent creative channel. From the above we can deduce that when integrating creativity and collaboration in the design studio culture we have to take into consideration the factors promoting these skills, which in turn will arm the student with skills required for their future. 3.9 IT-based Design education As technology advances, the importance of integrating technological tools in education increases. IT supporters stress that pedagogical issues have to be considered when planning a successful integration 205 Schoenfeld, A. H. (2004). ‘The math wars’. Educational Policy, 18(1). p253-286. 206 st Leonard, D. A., and Swap, W. C. (1999). ‘When Sparks Fly: Igniting Creativity in Groups’ (1 ed.). Buston, Massachusetts: Harvard Business School Press. 207 Ambile, T. M. (2006). ‘How to Kill Creativity’. Harvard Business review on breakthrough thinking, 66 (5).p76-87. 208 Ibid. p76-87. 209 Leonard, D. A., and Swap, W. C. (1999). op cit.p21. 67

plan. The benefits of the use of technology in education manifest far better when appropriate plans of pedagogy modification are involved. 211 Pedagogy is defined by web definitions 212 as the art of teaching and the principles of instruction. Mark et al 213 define pedagogy as activities that is been carried out by an individual for the purpose of enhancing the learning of another. Reffat 214 reports that pedagogy can be an individual issue; it can also be said that pedagogy is the art of preparatory training or instruction. Educational technology, as a subset of pedagogy, (also called learning technology) defined by Davis 215 as “The study and ethical practice of facilitating learning and improving performance by creating, using and managing appropriate technological processes and resources”. Alternatively, IT emphasises more on the use of digital tools to collect process and deliver a set of information. Сhriѕtiе еt al 216 argues that it is not possible to separate educational and information technologies if effective learning is to be achieved. While Fleming et al 217 reports that using digital tools and technology to improve learning requires careful consideration of pedagogical issues. Universities have always been concerned about pedagogy development issues; in addition, the potential for a fundamentally different more innovative pedagogy has to be explored. Pedagogy can be improved and advanced when good IT supports it. Improper use of IT can on the other hand ebb and undermine the pedagogy. Combining a weak pedagogy with 210 Ambile, T. M.. (2006). op cit. p76-87. 211 Gao P., Choy D., Wong A. F. L., Wu J. (2009). ‘Developing a Better Understanding of Technology Based Pedagogy’. Australasian Journal of Educational Technology, 25(5), p714-730. 212 http://www.yourdictionary.com/pedagogy 213 Mark, E. et al (2001) op.cit. p168-175. 214 Reffat, R. (2006). Developments of e-learning in design and architectural education. Muscat, Oman 215 Davis, C. P. (2001). ‘The evolution of pedagogical changes in a multicultural context’. Journey of a university professor. Unpublished doctoral dissertation, Charlottesville, VA: University of Virginia. 216 Christie, M. et al (2004) ‘the mutual impact of educational and technologies: Building pedagogy of elearning’. Journal of Information Technology Impact. 4. (1). p15-26. 217 Fleming, L., Motamedi, V. & May, L. (2007).’Predicting preservice teacher competence in Computer technology: Modeling and application in training environments’. Journal of Technology and Teacher Education.15(2). p207-231 68

<strong>in</strong>novative ideas emerge. Schoenfeld 205 argues that it is with<strong>in</strong> <strong>the</strong><br />

process <strong>of</strong> collaborative <strong>design</strong> <strong>the</strong> student should f<strong>in</strong>d <strong>the</strong> joy, ra<strong>the</strong>r<br />

than from <strong>the</strong> f<strong>in</strong>al product.<br />

As this study aims at <strong>in</strong>tegrat<strong>in</strong>g collaboration and creativity <strong>in</strong> <strong>design</strong><br />

education with <strong>the</strong> help <strong>of</strong> technology; it was important to highlight <strong>the</strong><br />

importance <strong>of</strong> creativity among teams. Leonard and Swap 206 argue that<br />

creativity is a process that can be managed. When seen from this<br />

perspective, accord<strong>in</strong>g to Ambile 207 , <strong>the</strong> correct level <strong>of</strong> challenge has to<br />

be taken <strong>in</strong>to account when try<strong>in</strong>g to stimulate creativity with<strong>in</strong> teams.<br />

The creative process, accord<strong>in</strong>g to Ambile 208 and Leonard and Swap 209 ,<br />

ranges from <strong>the</strong> day-to-day processes to <strong>the</strong> breakthrough po<strong>in</strong>t as seen<br />

<strong>in</strong> <strong>the</strong> creative process. They believe that this process can be managed<br />

and learnt by groups by provid<strong>in</strong>g <strong>the</strong> right culture and <strong>the</strong> safe<br />

environment. Ambile 210 categorises three parts <strong>of</strong> creativity: expertise,<br />

flexibility, and motivation. She fur<strong>the</strong>r classifies motivation <strong>in</strong>to <strong>the</strong><br />

<strong>in</strong>tr<strong>in</strong>sic and extr<strong>in</strong>sic. Intr<strong>in</strong>sic motivation, accord<strong>in</strong>g to Ambile, is <strong>the</strong><br />

<strong>in</strong>ternal desire to do someth<strong>in</strong>g while <strong>the</strong> external motivation is outside<br />

<strong>in</strong>fluenc<strong>in</strong>g factors. Ambile claims that <strong>in</strong>tr<strong>in</strong>sic motivation is a far more<br />

potent creative channel.<br />

From <strong>the</strong> above we can deduce that when <strong>in</strong>tegrat<strong>in</strong>g creativity and<br />

collaboration <strong>in</strong> <strong>the</strong> <strong>design</strong> <strong>studio</strong> culture we have to take <strong>in</strong>to<br />

consideration <strong>the</strong> factors promot<strong>in</strong>g <strong>the</strong>se skills, which <strong>in</strong> turn will arm<br />

<strong>the</strong> student with skills required <strong>for</strong> <strong>the</strong>ir future.<br />

3.9 IT-based Design education<br />

As technology advances, <strong>the</strong> importance <strong>of</strong> <strong>in</strong>tegrat<strong>in</strong>g technological<br />

tools <strong>in</strong> education <strong>in</strong>creases. IT supporters stress that pedagogical<br />

issues have to be considered when plann<strong>in</strong>g a successful <strong>in</strong>tegration<br />

205<br />

Schoenfeld, A. H. (2004). ‘The math wars’. Educational Policy, 18(1). p253-286.<br />

206 st<br />

Leonard, D. A., and Swap, W. C. (1999). ‘When Sparks Fly: Ignit<strong>in</strong>g Creativity <strong>in</strong> Groups’ (1 ed.).<br />

Buston, Massachusetts: Harvard Bus<strong>in</strong>ess School Press.<br />

207<br />

Ambile, T. M. (2006). ‘How to Kill Creativity’. Harvard Bus<strong>in</strong>ess review on breakthrough th<strong>in</strong>k<strong>in</strong>g, 66<br />

(5).p76-87.<br />

208 Ibid. p76-87.<br />

209 Leonard, D. A., and Swap, W. C. (1999). op cit.p21.<br />

67

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