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Intreerede In verkorte vorm uitgesproken bij aanvaarding van de positie van lector Design-Based Education aan NHL Stenden Hogeschool op donderdag 14 april 2022.
This Curious Hands Tool can be used for designing STEAM education. The design guidelines in the tool stimulate ands-on learning, the creative process and situated learning activities. The tool distinguishes between different types of STEAM education: technology-focused STEAM, problem- focused STEAM and research- focused STEAM. Depending on the type of STEAM you want to design, it offers practical design guidelines. This tool is developed and tested in various educational practices; it is part of a PhD research ‘Curious hands for E-labs’ (2019-2025).
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In higher education, design thinking is often taught as a process. Yet design cognition resides in action and design practices. Dewey’s pragmatism offers a solid epistemology for design thinking. This paper describes a design research whereby Dewey’s inquiry served as the foundation for educating students. Three extensive educational case studies are presented whereby a design inquiry was introduced and became part of the curricula. It was found that students and coaches struggled with doubts experienced as a result of the co-evolution of problem and solution, means and ends. Four coping mechanisms were observed: (1) focus on problems, risking analysis paralysis; (2) focus on creative problem-solving, risking unsubstantiated design; (3) focus on means, risking fixation; and (4) focus on future ends, risking hanging on to a dream. By establishing a joint practice and a community of learnersthrough show-andshare sessions, the students establish solid ground.
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Teachers have a crucial role in bringing about the extensive social changes that are needed in the building of a sustainable future. In the EduSTA project, we focus on sustainability competences of teachers. We strengthen the European dimension of teacher education via Digital Open Badges as means of performing, acknowledging, documenting, and transferring the competencies as micro-credentials. EduSTA starts by mapping the contextual possibilities and restrictions for transformative learning on sustainability and by operationalising skills. The development of competence-based learning modules and open digital badge-driven pathways will proceed hand in hand and will be realised as learning modules in the partnering Higher Education Institutes and badge applications open for all teachers in Europe.Societal Issue: Teachers’ capabilities to act as active facilitators of change in the ecological transition and to educate citizens and workforce to meet the future challenges is key to a profound transformation in the green transition.Teachers’ sustainability competences have been researched widely, but a gap remains between research and the teachers’ practise. There is a need to operationalise sustainability competences: to describe direct links with everyday tasks, such as curriculum development, pedagogical design, and assessment. This need calls for an urgent operationalisation of educators’ sustainability competences – to support the goals with sustainability actions and to transfer this understanding to their students.Benefit to society: EduSTA builds a community, “Academy of Educators for Sustainable Future”, and creates open digital badge-driven learning pathways for teachers’ sustainability competences supported by multimodal learning modules. The aim is to achieve close cooperation with training schools to actively engage in-service teachers.Our consortium is a catalyst for leading and empowering profound change in the present and for the future to educate teachers ready to meet the challenges and act as active change agents for sustainable future. Emphasizing teachers’ essential role as a part of the green transition also adds to the attractiveness of teachers’ work.
Om tegemoet te komen aan de eisen die gesteld worden aan werknemers in de huidig snel veranderende samenleving heeft de NHL Stenden Hogeschool gekozen voor een nieuw onderwijsconcept, namelijk Design Based Education (DBE). DBE is gebaseerd op het gedachtegoed van Design Thinking en stimuleert iteratieve en creatieve denkprocessen. DBE is een student-georiënteerde leeromgeving, gebaseerd op praktijk-, dialoog-, en vraaggestuurde onderwijsprincipes en op zelfsturend, constructief, contextueel en samenwerkend leren. Studenten construeren gezamenlijk kennis en ontwikkelen een prototype voor een praktijkvraagstuk. Student-georiënteerde leeromgevingen vragen andere begeleidingsstrategieën van docenten dan zij gewend zijn. Van docenten wordt verwacht dat zij studenten activeren gezamenlijk kennis te construeren en dat zij nauw samenwerken met werkveldprofessionals. Eerder onderzoek toont aan dat docenten, zelfs in een student-georiënteerde leeromgeving, geneigd zijn terug te vallen op conventionele strategieën. De overstap naar een ander onderwijsconcept gaat dus blijkbaar niet vanzelf. Collectief leren stimuleert docenten de dialoog aan te gaan met andere docenten en werkveldprofessionals met als doel gezamenlijk te experimenteren en collectief te handelen. De centrale vraag van het postdoc-onderzoek is het ontwerpen en ontwikkelen van (karakteristieken van) interventies die collectief leren van docenten en werkveldprofessionals stimuleren. Het doel van het postdoconderzoek is om de overstap naar DBE zo probleemloos mogelijk te laten verlopen door docenten te ondersteunen DBE leeromgevingen te ontwikkelen in samenwerking met werkveldprofessionals en DBE te integreren in hun docentactiviteiten. De onderzoeksmethode is Educational Design Research en bestaat uit vier fasen: preliminair onderzoek, ontwikkelen van prototypes, evaluatie en bijdrage aan de praktijk. Het onderzoek is verbonden aan het lectoraat Sustainable Educational Concepts in Higher Education en wordt hiërarchisch en inhoudelijk aangestuurd door de lector. Docenten, experts, werkveldprofessionals en studenten worden betrokken bij het onderzoek. Dit onderzoek kan zowel binnen als buiten de hogeschool een bijdrage leveren omdat steeds meer hogescholen kiezen voor een ander onderwijsconcept.
The pace of technology advancements continues to accelerate, and impacts the nature of systems solutions along with significant effects on involved stakeholders and society. Design and engineering practices with tools and perspectives, need therefore to evolve in accordance to the developments that complex, sociotechnical innovation challenges pose. There is a need for engineers and designers that can utilize fitting methods and tools to fulfill the role of a changemaker. Recognized successful practices include interdisciplinary methods that allow for effective and better contextualized participatory design approaches. However, preliminary research identified challenges in understanding what makes a specific method effective and successfully contextualized in practice, and what key competences are needed for involved designers and engineers to understand and adopt these interdisciplinary methods. In this proposal, case study research is proposed with practitioners to gain insight into what are the key enabling factors for effective interdisciplinary participatory design methods and tools in the specific context of sociotechnical innovation. The involved companies are operating at the intersection between design, technology and societal impact, employing experts who can be considered changemakers, since they are in the lead of creative processes that bring together diverse groups of stakeholders in the process of sociotechnical innovation. A methodology will be developed to capture best practices and understand what makes the deployed methods effective. This methodology and a set of design guidelines for effective interdisciplinary participatory design will be delivered. In turn this will serve as a starting point for a larger design science research project, in which an educational toolkit for effective participatory design for socio-technical innovation will be designed.