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  • The experience of co-designing a learning space with teachers and students
    Publication . Casanova, Diogo; Huet, Isabel; Garcia, Fabiane
    This paper presents the findings of an empirical research study investigating the perspectives of students and teachers on learning spaces in higher education and their participation in the design process of such spaces. The study employed a participatory design method, using workshops to involve teachers and students in redesigning a prototype learning space named the ‘Cube’. This approach allowed the researchers to actively engage users in reflective thinking on the learning spaces and their role in learning and to co-create new learning spaces through the use of their experiences and ideas. The findings are organised into 10 design themes, highlighting key considerations for the design of meaningful and effective learning spaces. The study concludes that involving teachers and students in the design process can significantly improve the learning and teaching experiences by fostering an active sense of agency and ownership over the learning spaces.
  • Role of technology in the design of learning environments
    Publication . Casanova, Diogo; Huet, Isabel; Garcia, Fabiane; Pessoa, Teresa
    The design of learning environments is being increasingly investigated, largely as a result of higher-education providers being challenged by both societal and technological devel- opments. These providers are becoming more aware that the quality of learning environ- ments affects students’ approaches to learning and satisfaction. This paper presents an alternative to more-traditional methods for designing learning environments that is driven by input of their main stakeholders: students and teachers. By using this method, we were able to explore stakeholders’ insights into learning spaces design and how learning tech- nologies can be integrated in such spaces. Qualitative research was conducted with the aim of guiding the redesign of technology-enhanced learning environments. For this particular research, we used ‘sandpits’, which are creative and design-thinking workshops, in which participants are encouraged to redesign provocative concepts of a large and a small tech- nology-enhanced learning environment. Thirteen ‘sandpits’ were delivered involving 32 teachers and 25 students. Through these design-thinking workshops, students and teachers reflected on and discussed the role of technology in face-to-face learning and teaching and proposed new design solutions for technology-enhanced learning environments.