45 Design Thinking Resources For Educators 45 Design Thinking Resources For Educators Imagine a world where digital learning platforms help adult learners succeed through college completion; where a network of schools offers international-quality education, affordable tuition, and serves hundreds of thousands of children in economically disadvantaged countries; where we engage parents in understanding national trends and topics in education; where a comprehensive learning environment seamlessly connects the classroom with the opportunities of the digital world for young students; and where system-level solutions help more students gain access to college. Educators across the world have been using design thinking to create such a world. Design thinking consists of four key elements: Defining the Problem, Creating and Considering Multiple Options, Refining Selected Directions, and Executing the Best Plan of Action. An early example of design thinking would have been Edison’s invention of the light bulb.
Library Journal — Library News, Reviews, and Views Use our methods DP0 (Design Project Zero) is a 90-minute (including debrief) fast-paced project though a full design cycle. Students pair up to interview each other, create a point-of-view, ideate, and make a new solution that is “useful and meaningful” to their partner. Two versions of DP0 are “The Wallet Project” and “The Gift-Giving Project”. They have the similar format, only the topic is different. The original DP0 The Wallet Project was created for the d.school’s very first course in 2004 and the project starts with students looking at the content of their partner’s wallet or purse (and goes on to ask every student to design something for their partner). Another DP0 topic is The Gift-Giving Project where students are asked to redesign how their partner gives gifts. Get the materials to facilitate the activity for a group yourself here. Or play the Crash Course (video facilitation that leads the group) here.
Turbitt & Duck – Purveyors of Cultural Expertise & Library Sass to the Discerning Connoisseur since 1885. Leonardo Electronic Almanac – L.A. Re.Play Volume 21 No 1 L.A. Re.Play: Mobile Network Culture in Placemaking, Leonardo Electronic Almanac, Volume 21 Issue 1 ISBN: 978-1-906897-36-9 ISSN: 1071-4391 Date of Publication: January 15, 2016 Number of Pages: 244 Special Issue Editors: Lanfranco Aceti, Hana Iverson and Mimi Sheller Editorial Manager: Caglar Cetin The print issue of LEA Volume 21 Issue 1 L.A. Re.Play: Mobile Network Culture in Placemaking is available on Amazon. Current location technologies have become tools used by contemporary artists, theorists, designers and scientists to reformulate our understanding of social engagement within an enlarged concept of place. The Leonardo Electronic Almanac is a collaborative effort supported by New York University, Steinhardt School of Culture, Education and Human Development; OCR, Operational and Curatorial Research; Leonardo; Boston University and Goldsmiths, University of London. Meanderings and Reflections on Locative Art Introduction by Lanfranco Aceti Click here for full article. L.A.
Bridging the gap between art and code "KNBC" by UCLA professor of digital media arts Casey Reas is an audio and visual distortion of television signals broadcast during December 2015. The signals were captured and archived at the artist's studio in Los Angeles. Turn up the sound as you watch this video that captures a few minutes of a continuous, generative collage. To UCLA visual artist Casey Reas, writing computer code and programming are not so much technical skills as “thinking” skills that he has managed to apply to artistic expression to great effect. “It’s a very interesting and powerful way of thinking that doesn’t have a specific domain,” Reas explained. Courtesy of Casey Reas "KNBC" by Casey Reas Reas, a professor of design media arts, initially became engaged in computer programming in 1997 when he found it difficult to represent his subjects through drawing and other traditional artistic methods.
Searle’in Çin Odası ve Çin Odasından Çıkanlar 2.3/5 (3 oy) Bilgisayarların bir şeyleri anlayabileceği, yani “akıllı=zeki” olabileceği fikri, Yapay Zekânın güçlü eleştirmenlerinden olan Felsefeci John Searle tarafından reddedilir. Searle “Doğru bilgisayar programını gerekli girdi çıktılar ile yüklemek ve işletmek düşünmek için yeterli midir?” diye sorar. Bu soruya öncelikle kesin bir “hayır” cevabını vererek, bunun bilgisayarların sözdizimsel programları olmasından kaynaklandığını öne sürer. Her ne kadar beynin işlevlerini tüm detaylarıyla bilmesek de, elimizde beyin ve akıl işlemleri arasındaki genel ilişkiyi tartışacak kadar genel bilgi vardır. Searle bu düşüncesi için “Çin odası deneyi” öne sürmüştür. Searle’a göre bir bilgisayar böyle işler. Çin Odasından Çıkanlar John Searle, Çin odası düşünce deneyinden dört önerme ve dört çıkarım oluşturur: Önermeleri; beyin aklın nedenidir ve sadece sözdizimi anlam için yeterli değildir. 1. Hesap Edilemezlik Değer Yargılarının Hesap Edilemezliği İnsanlarda farklı olarak değer yargıları vardır.
Music Tech Fest | The festival of music ideas 1024 Projections [Inspiration]: Jaw dropping projections by 1024 collective There have been many ‘projection’ projects recently but this morning I came across 1024. Created by Francois Wunschel and Pier Schneider (2 founders of EXYZT group), 1024 works on the interactions between 1024 Dimensions: Space, Sound, Visual, Light, Body, Architecture, City… Mostly built with Quartz Composer + custom plugins. Here is a selection of their work.