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2021 » Papers » Volume 3 » E-LEARNING INSTRUMENTS FOR DESIGN BASED LEARNING IN TEXTILES 1. E-LEARNING INSTRUMENTS FOR DESIGN BASED LEARNING IN TEXTILES Authors: Radulescu Ion Razvan, Blaga Mirela, Stjepanovic Zoran, Dufkova Petra, Almeida Luis, Ghituleasa Carmen, Visileanu Emilia, Malengier Benny Volume 3 | DOI: 10.12753/2066-026X-21-162 | Pages: 171-178 | Download PDF | Abstract
Design Based Learning (DBL) is a modern concept of education for technical disciplines. The learner starts the educational process from end-user applications and understands theory by conceiving projects and solving real-life situations. In connection with Problem Based Learning and Project Based Learning, DBL is used to improve skills such as collaboration and communication between team members and to foster deeper learning. Two e-learning instruments have been conceived to support DBL. The concept of the first instrument links STEM disciplines with smart textiles prototypes within 56 educational modules in two approaches: from theory to practice (STEM to Smart) and from practice to theory (Smart to STEM). The modules are structured on seven chapters related to the manufacturing chain of smart textiles: fibres and yarns, materials and methods, virtual models, design prototypes, manufacture prototypes, data processing and testing. Each of these chapters includes four STEM basic disciplines: Mathematics, Physics, Chemistry/material science and Electrotechnics. The instrument consists of a filter programmed in PHP for selection of the desired module. The second instrument presents 5 modules of textile design software tools in a four elements structure: Example, Theory behind the example, Software application and Quiz, for five themes: weaving, knitting, virtual prototyping of clothing, embroidery and experimental design. This instrument includes a navigation button programmed in HTML5. Both instruments support DBL due to their practice- centered and gamification approach. The instruments were performed with support of two Erasmus+ projects: Skills4Smartex (2018-2020) and the ongoing OptimTex (2020-2022). The impact achieved during pandemic restrictions by the e-learning instruments is further presented in the paper. | Keywords
smart textiles, STEM, design, software, gamification, e-learning |
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