Auswahl der wissenschaftlichen Literatur zum Thema „Creative design activities“

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Zeitschriftenartikel zum Thema "Creative design activities"

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OHBUCHI, Yoshifumi, and Haruhiko IIDA. "Creative Activities Using “CREATIVE DESIGN ATELIER”." Journal of JSEE 58, no. 4 (2010): 121–26. http://dx.doi.org/10.4307/jsee.58.4_121.

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Toetenel, Lisette, and Bart Rienties. "Learning Design – creative design to visualise learning activities." Open Learning: The Journal of Open, Distance and e-Learning 31, no. 3 (2016): 233–44. http://dx.doi.org/10.1080/02680513.2016.1213626.

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Siska Pramasdyahsari, Agnita, Julia Puspita Arum, Rizky Esti Utami, and Binod Prasad Pant. "CONSTRUCT ANALYSIS OF STEAM MITIGATION ACTIVITIES TO FOSTER CREATIVITY." Prismatika: Jurnal Pendidikan dan Riset Matematika 7, no. 1 (2024): 1–13. https://doi.org/10.33503/prismatika.v7i1.126.

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The research’s aim to design class VII mathematics activity designs and determine the validity of STEAM mitigation-based activity designs to improve creative thinking skills. The method used in this research was research and development (R&D). The design development process in this activity adopts a 4D development model which consists of 4 stages, namely Define, Design, Develop, and Disseminate. The result is an activity design that can be used as a guide for teachers and students. This design then went through validation stages, namely design validation and practicality test questionnaire
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Park, Se-Hun, and In-Sil Chang. "An Exploratory Design for the National Curriculum for Competency-Based Creative Experiential Activities." Korean Association For Learner-Centered Curriculum And Instruction 22, no. 12 (2022): 53–64. http://dx.doi.org/10.22251/jlcci.2022.22.12.53.

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Objectives This study explores the components of the national-level curriculum and proposes a new national-level curriculum design plan for competency-based creative experiential activities.
 Methods The 2015 revised creative experiential activities were analyzed by investigating contents and through the extraction of competency-based activities goals and academic standards. In addition, Delphi surveys were conducted on experts in creative experiential activities and competency education to understand the feasibility of designing a distinct competency-based curriculum.
 Results The p
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Park, Se-Hun, and In-Sil Chang. "An Exploratory Design for the National Curriculum for Competency-Based Creative Experiential Activities." Korean Association For Learner-Centered Curriculum And Instruction 22, no. 12 (2022): 55–66. http://dx.doi.org/10.22251/jlcci.2022.22.12.55.

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Objectives This study explores the components of the national-level curriculum and proposes a new national-level curriculum design plan for competency-based creative experiential activities.
 Methods The 2015 revised creative experiential activities were analyzed by investigating contents and through the extraction of competency-based activities goals and academic standards. In addition, Delphi surveys were conducted on experts in creative experiential activities and competency education to understand the feasibility of designing a distinct competency-based curriculum.
 Results The p
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Borysova, T., O. Usenko, and M. Ihnatenko. "STUDENTS’ SCIENTIFIC RESEARCH ACTIVITIES ORGANIZATION IN DESIGN AND PLANNING." Ukrainian professional education, no. 13 (October 27, 2023): 16–25. http://dx.doi.org/10.33989/2519-8254.2023.13.289915.

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In our research, the main attention is paid to the peculiarities of scientific research activities organization of students of various creative specialties, both standardized by curricula and educational programs of future specialist professional training, and voluntary during extracurricular time. The characteristic features of students’ mandatory (standardized) scientific research activity, which is related to the performance of coursework and qualification diploma theses, have been determined. We have also revealed a number of methods and means of voluntary, but motivated or interested invo
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Zhu, Lin, and Jiachang Lu. "Development of Artistic and Creative Activities for Design Students." Harmonia: Journal of Arts Research and Education 23, no. 1 (2023): 121–31. http://dx.doi.org/10.15294/harmonia.v23i1.43806.

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The main purpose of this scientific study is to identify key areas for the development of the artistic and creative activity of students studying the basics of design in higher educational institutions, which contributes to improving their creative abilities and developing the ability to create an innovative product design. The basis of the methodological approach in this scientific study is a combination of methods of systematic analysis of the key principles of teaching design in modern higher educational institutions with a comprehensive study of the real prospects for the introduction of i
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Abdelaziz, Hamdy Ahmed. "Creative Design of Interactive eLearning Activities and Materials (IEAM)." International Journal of Technology Diffusion 5, no. 4 (2014): 14–34. http://dx.doi.org/10.4018/ijtd.2014100102.

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The research objective was to develop a psycho-pedagogical model for designing creative Interactive eLearning Activities and Materials (IEAM). To achieve this purpose, the developmental research methodology was implemented through three main stages: systematic design, systematic development, and evaluation. In the systematic design phase, a list of educational and creative design standards of interactive eLearning activities and materials was developed. In the systematic development phase, the main components of the proposed model were created. The main components (domains) of the proposed mod
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조영남. "Differentiated Instructional Design Strategies of the Creative Experiential Activities." SECONDARY EDUCATION RESEARCH 64, no. 1 (2016): 197–217. http://dx.doi.org/10.25152/ser.2016.64.1.197.

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Aninditia, Vianni, and Nurina Vidya Ayuningtyas. "Biophilic Design Approach in Yogyakarta Digital Art Design." International Journal of Built Environment and Scientific Research 6, no. 1 (2022): 55. http://dx.doi.org/10.24853/ijbesr.6.1.55-60.

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The creative industry based on digital technology is the current strength of the creative industry in improving the national economy. In creating a national creative industry, every region in Indonesia is required to create space for creative industry players. The Digital Art Center is a building typology that can accommodate digital creative industry players to carry out all their activities. In the midst of the significant development of the creative industry, a healthy psychological and physical condition is needed to increase the creativity and productivity of industry players. Biophilic D
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Dissertationen zum Thema "Creative design activities"

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Coughlan, Tim. "Understanding creative interaction : a conceptual framework for use in the design of interactive systems for creative activities." Thesis, University of Bath, 2009. https://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.519019.

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Sukkasi, Sittha. "Commons-oriented information syntheses : a model for user-driven design and creation activities." Thesis, Massachusetts Institute of Technology, 2008. http://hdl.handle.net/1721.1/44801.

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Thesis (Ph. D.)--Massachusetts Institute of Technology, Dept. of Mechanical Engineering, 2008.<br>Includes bibliographical references (p. 173-195).<br>The phenomenon of user-driven creation activities has recently emerged and is quickly expanding, especially on the Web. A growing number of people participate in online activities, where they generate content by themselves, freely share their creations, and combine one another's creations in order to synthesize new material. Similar activities also occur in the area of product development, as people design products for themselves and share their
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Linse, Charlotta. "Ambiguity at the heart of design work : Sensing and negotiating ambiguity in knowledge-creation work." Doctoral thesis, KTH, Industriell Management, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-206508.

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Ambiguities have long intrigued design and new product development (NPD) researchers: The fascination seems rooted in an endeavor to understand how design outcomes may be created despite the ambiguous nature of such work. There are several classic contributions on how to categorize, avoid and approach ambiguities. Some of the newer theories have also pointed to benefits arising from temporarily sustaining ambiguity. Little research has considered how ambiguities emerge, how ambiguities are sensed by practitioners, and the actions the practitioners take, either to harness or to reduce the gener
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von, Wenckstern Michael. "Web applications using the Google Web Toolkit." Master's thesis, Technische Universitaet Bergakademie Freiberg Universitaetsbibliothek "Georgius Agricola", 2013. http://nbn-resolving.de/urn:nbn:de:bsz:105-qucosa-115009.

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This diploma thesis describes how to create or convert traditional Java programs to desktop-like rich internet applications with the Google Web Toolkit. The Google Web Toolkit is an open source development environment, which translates Java code to browser and device independent HTML and JavaScript. Most of the GWT framework parts, including the Java to JavaScript compiler as well as important security issues of websites will be introduced. The famous Agricola board game will be implemented in the Model-View-Presenter pattern to show that complex user interfaces can be created with the Google
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Chao, Kuo-Wei, and 趙國衛. "A Design Creative Evaluation Model for Exhibition Activities in Exhibition Design Company." Thesis, 2007. http://ndltd.ncl.edu.tw/handle/y57jbv.

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碩士<br>銘傳大學<br>設計管理研究所碩士在職專班<br>95<br>Nowadays, the international business is growing rapidly among developed and developing countries. For promoting business, the corporate usually participate the trade exhibition as a strategy to sell products/services and the brand image. The exhibition industry has been emphasized mostly by the corporate. And this research focuses on the design creativity, design planning, creative management and other issues. This research was conducted based on literature review, case study, and expertise interview. The result includes:1. The design planning will influe
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CHIOU, Jung-Yu, and 邱榮鈺. "A Study of Cats Cultural Activities and Creative Products Design." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/65896429464575753004.

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碩士<br>亞洲大學<br>數位媒體設計學系碩士班<br>101<br>Increasing of aging population trend is worldwide in developed countries. Childless DINK has become a common life style. The importance of pat is rising. Due to its small size and gentle character, cat becomes a healing type companion in crowded city. Cat is a livestock. It is a long time that people likes the products with cat image. Cat festival, cat cartoon and annimation are everywhere. Design products related cat has multiple faces. The related products of cat increase Year after year. They has formed a significant businessopportunities which could
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范明錦. "A Study on Creative Poster Design for Promoting Tourist Activities among the Physically Disabled." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/18273839914916986147.

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碩士<br>國立臺灣師範大學<br>設計研究所<br>100<br>Abstract The thesis is titled “A Study on Creative Poster Design for Promoting Tourist Activities among the Physically Disabled.” which takes the physically disabled and the outdoor landscape as the elements for poster design and research. Indeed, the physically disabled need to participate in leisure activities. However, they may not join each of the leisure activities since those activities are not all appropriate for them. Based on reasons of social equality, we shall not deprive their rights to access leisure. In order to increase the joy of living and
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Chen, Yu-Chen, and 陳昱臻. "Design and Implementation of Sensory Integration Learning Activities Incorporated with Creative Dance for Young Children." Thesis, 2012. http://ndltd.ncl.edu.tw/handle/98897135348353097408.

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碩士<br>臺北巿立體育學院<br>舞蹈碩士班<br>101<br>The purpose of this study was to enhance children’s learning of sensory integration by incorporating creative dance with a sensory integration course. Stories, rhythms and teaching aids were employed as guiding strategies to complete the integrating learning of hearing, sight, proprioception, touch, and sense of equilibrium. I employed action research as research method. In order to understand the practicability of integrating creative dance with a sensory integration course, I collected and analyzed qualitative data, such as suggestions of experts, children’
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Chung, Chih Ling, and 鍾智凌. "The Design of Creative Teaching Activities on Reading in the Language Area for Elementary School Students." Thesis, 2010. http://ndltd.ncl.edu.tw/handle/54100825701323918344.

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林伯謙. "The Design and Implementation of Class Activities: A Case Study on How a Senior High School Teacher Conducts Creative Teaching." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/34873709113270372712.

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碩士<br>國立臺灣師範大學<br>課程與教學研究所<br>102<br>This study aims to investigate how a senior high school teacher designs and implements class activities through creative teaching. There are two main purposes of this study. One is to investigate the subject’s philosophy of the design and implementation of class activities. The other is to investigate the procedures of the implementation of class activities. This study adopts the qualitative research approach. The subject is a senior high school teacher who teaches in a public school in Taichung City. She has been teaching as a homeroom teacher for more
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Bücher zum Thema "Creative design activities"

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Gold-Vukson, Marji. Design a birdhouse for an ostrich-- and other creative activities: An activity/resource book. GCT, Inc., 1990.

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Evans, Joy. How to make books with children: Teacher resource book. Evan-Moor Corp., 1991.

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Evans, Joy. How to make books with children: Teacher resource book. Evan-Moor, 1991.

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Evans, Joy. How to make books with children. Evan-Moor Publications, 1985.

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Bannerman, Glenn Q. Group's brite-tite book o'fun: Creative nylon hose play games and activities for all ages. Group Pub., 1996.

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Brook, Paula. Backyard adventure: How to create outdoor play spaces for kids play. Globe Pequot Press, 1990.

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Bultman, Scott. The Froebel Gifts 2000: The Building Gifts 2-6, ages 3 & up. 2nd ed. [Kindergarten Messenger, 2000.

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Bohning, Gerry. Literature on the move: Making and usingpop-up and lift-flap books. Teacher Ideas Press, 1993.

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Sosnin, Eduard, and Boris Poizner. System support of creative activity: tasks, tools, methodology. INFRA-M Academic Publishing LLC., 2025. https://doi.org/10.12737/2010442.

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The purpose of this textbook is to teach the reader how to use the tools of system analysis in his research, design, forecasting and innovation activities. To do this, the textbook introduces the basics of system analysis and its tools using examples of specific tasks from physics, chemistry, history, economics, management, medicine, sociology, philosophy, agronomy, politics and everyday life. Practical recommendations are given on taking into account the psychological characteristics of a personality when mastering it by system analysis. The place of system analysis in the world of human cogn
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1941-, Phillips Ann, and Bryant Sandra, eds. Literature on the move: Making and using pop-up and lift-flap books. Teacher Ideas Press, 1993.

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Buchteile zum Thema "Creative design activities"

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Yang Yang, Chao, Ding Hau Huang, Chin-Sheng Chou, and Yi Chi Fu. "CTM Design Thinking Tool Stimulates Creative α and β Brain Activities." In Design, User Experience, and Usability. Springer Nature Switzerland, 2023. http://dx.doi.org/10.1007/978-3-031-35696-4_42.

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Zhang, Jane. "The Creative Learning Spiral: Designing Environments for Flaring and Focusing." In Teacher Transition into Innovative Learning Environments. Springer Singapore, 2020. http://dx.doi.org/10.1007/978-981-15-7497-9_19.

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AbstractWith growing interest in creative learning in recent years, this paper sought to define creative learning through the design of learning spaces. Two learner groups were studied for their interactions with peers, educators, and their spaces—design students at Harvard’s Graduate School of Design, a traditional architectural studio environment, and student entrepreneurs at the Harvard Innovation Lab, a startup venture incubator. The result was a new design framework called the creative learning spiral, which groups creative learning into four types of activities: sparking, making, grazing
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Wisansing, Jutamas. "From theory to practice: the three principles of community-based design." In Creative tourism: activating cultural resources and engaging creative travellers. CABI, 2021. http://dx.doi.org/10.1079/9781789243536.0012.

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Abstract One of the challenges in developing tourism in many local communities, particularly in developing countries, is the danger of commodification of culture. Existing models of cultural tourism often see culture as a relatively static product to be 'sold' to tourists. By embracing local identity and intangible cultural assets, and concentrating on local creative processes, creative tourism can emerge as a fundamental tool for combatting such negative impacts of traditional models of cultural tourism. This chapter reflects on an experimental learning journey, a creative tourism pilot proje
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Townsley, Jill. "Art Thinking and Design Thinking." In Creativity in Art, Design and Technology. Springer International Publishing, 2023. http://dx.doi.org/10.1007/978-3-031-24869-6_8.

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AbstractA broader spectrum of creative practice is considered more closely, distinguishing between art and design as different entities within the creative tradition. Drawing distinctions between these two forms, could help us understand creativity with more breadth. Creativity may be classified across two domains in the visual arts, art thinking and design thinking. This distinction has a long tradition, however, research outside of practice-based analysis has introduced it as a multidisciplinary tool. Art thinking has in this way expanded beyond art practice and is applied as a general metho
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Wang, Ming-Tang, Rain Chen, Jenn-Yang Lin, and Chang-Tzuoh Wu. "The Research of Creative Design of Green Equipment for Caring Outdoor Activities." In Proceedings of 2012 3rd International Asia Conference on Industrial Engineering and Management Innovation (IEMI2012). Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-33012-4_22.

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Bae, Ji-Hye, and Hyun Lee. "Design and Implementation of the Mobile Learning App for Creative Problem Solving Activities." In Advances in Computer Science and Ubiquitous Computing. Springer Singapore, 2016. http://dx.doi.org/10.1007/978-981-10-3023-9_121.

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Brooks, Eva, Anders Kalsgaard Møller, and Maja Højslet Schurer. "Integrating Digital Technologies in Teaching and Learning Through Participation: Case Studies from the Xlab – Design, Learning, Innovation Laboratory." In Methodology for Research with Early Childhood Education and Care Professionals. Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-031-14583-4_7.

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AbstractTechnology-rich creative and collaborative learning environments are believed to offer powerful settings for children to become acquainted with computational concepts through playful ways of learning. This chapter draws on a body of empirical research grounded in a Living Lab environment at Aalborg University in Denmark (Xlab – Design, Learning, Innovation), which functions as an educational mediator of playful workshops offering hands-on experience of technologies and creative approaches to experiment- and explorative-oriented activities, where children and teachers can play to learn.
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Farida, A., R. Fawwaz, and I. Subagio. "Small classroom design adaptation as a response to teaching and learning activities in the new normal conditions." In Sustainable Development in Creative Industries: Embracing Digital Culture for Humanities. Routledge, 2023. http://dx.doi.org/10.1201/9781003372486-46.

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Mao, Jin. "A Reflection on Online Teaching and Learning Through the Pandemic: Revisiting Creativity." In Global Perspectives on Educational Innovations for Emergency Situations. Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-030-99634-5_18.

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AbstractTeaching through the pandemic has revealed critical educational issues related to online learning as well as the importance of considering contextual influences and creative solutions. The purpose of this chapter is to reflect on those issues and discuss creative alternatives in response to the changing social, cultural, and technological systems. The reflection centers around three themes with a focus on recommendations for the future based on what we can learn from the emergency remote teaching and learning (ERTL) experience. The ideas proposed in the reflection themes can help estab
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Pertiwi, Annisa Bela, Juju Masunah, and Tri Karyono. "Learning Activities Based on “EDU Creative Production Unit” in Visual Communication Design Study Program at SMKN 9 Bandung." In Proceedings of the Fifth International Conference on Arts and Design Education (ICADE 2022). Atlantis Press SARL, 2023. http://dx.doi.org/10.2991/978-2-38476-100-5_37.

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Konferenzberichte zum Thema "Creative design activities"

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Giannakos, Michail N., and Letizia Jaccheri. "Designing creative activities for children." In IDC '13: Interaction Design and Children 2013. ACM, 2013. http://dx.doi.org/10.1145/2485760.2485827.

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Ni, Xin, Ahmed Samet, and Denis Cavallucci. "SIMILARITY COMPUTATION SUPPORTING CREATIVE ACTIVITIES." In Proceedings of the Sixth International Conference on Design Creativity. The Design Society, 2020. http://dx.doi.org/10.35199/icdc.2020.26.

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Roberts, Jonathan C., Benjamin Bach, Magdalena Boucher, et al. "Reflections and Considerations on Running Creative Visualization Learning Activities." In 2022 IEEE 4th Workshop on Visualization Guidelines in Research, Design, and Education (VisGuides). IEEE, 2022. http://dx.doi.org/10.1109/visguides57787.2022.00009.

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Xu, Zhi-Gang. "Creative Design, Issues and Strategies." In ASME 2004 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. ASMEDC, 2004. http://dx.doi.org/10.1115/detc2004-57258.

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In this paper, three points are emphasized to cope with computational creative design, decomposition, mapping and reconstitution (D-M-R for short), which is proposed to cope with divergent exploration, automatic transformation and convergent exploitation. It could be concluded that, management of creative process is the key issue to develop creative computational design tools; and the modeling of design tools could facilitate the creative thought processes. Although creative work need the tension between building and breaking out of intellectual traditions, the creative activity in CAD systems
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Pinasa, Siwa, Kulpatsorn Siripun, and Chokchai Yuenyong. "Developing design-based STEM education learning activities to enhance students’ creative thinking." In INTERNATIONAL CONFERENCE FOR SCIENCE EDUCATORS AND TEACHERS (ISET) 2017: Proceedings of the 5th International Conference for Science Educators and Teachers (ISET) 2017. Author(s), 2018. http://dx.doi.org/10.1063/1.5019567.

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Spieler, Bernadette, and Vesna Krnjic. "Creative, Engaging, and Playful Making-Activities with Smartphones and Embroidery Machines." In FabLearn Europe / MakeEd 2021: FabLearn Europe / MakeEd 2021 - An International Conference on Computing, Design and Making in Education. ACM, 2021. http://dx.doi.org/10.1145/3466725.3466745.

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Sosa, Ricardo. "I am a Creative Loop: Towards Integrative Studios in Design and Creative Technologies." In LINK 2021. Tuwhera Open Access, 2021. http://dx.doi.org/10.24135/link2021.v2i1.153.

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“I am a strange loop” is a thought-provoking statement by polymath Douglas Hofstadter who uses it as the title of his 2007 book to integrate ideas from Philosophy, Neuroscience, Computer Science, and his personal life to analyse concepts of the “I” (self) and consciousness. Standing on the shoulders of this “giant idea” (paraphrasing Newton), I attempt here to examine my work across design and research including my identity as a researcher-designer using the phrase “I am a strange creative loop”. My aim is to trigger reflection and propose a new type of studio pedagogies that bring together th
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Masclet, Cédric, Laetitia  Baldacchino, and Jean-François Boujut. "AN ANALYSIS OF SOCIO-COGNITIVE ACTIVITIES DURING CO-CREATIVE DESIGN SUPPORTED BY SPATIALIZED AUGMENTED REALITY." In Proceedings of the Sixth International Conference on Design Creativity. The Design Society, 2020. http://dx.doi.org/10.35199/icdc.2020.10.

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Golosay, A. V. "IMPROVEMENT OF STUDENTS PROFESSIONAL COMPETENCIES IN EDUCATIONAL AND CREATIVE ACTIVITIES." In Культура, наука, образование: проблемы и перспективы. Нижневартовский государственный университет, 2021. http://dx.doi.org/10.36906/ksp-2021/87.

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The article raises the problem of the formation of students' general professional and professional competencies in educational and creative activities of artistic and pedagogical orientation in teaching. The definitions and concepts of the basic didactic terms necessary for the development of scientific and practical content of academic and artistic-creative forms of work in a higher education institution are given. The solution to this problem lies in the analysis of pedagogical research in the field of art academic disciplines, the formulation of possible methods for improving academic art,
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Coughlan, Tim, and Peter Johnson. "Understanding productive, structural and longitudinal interactions in the design of tools for creative activities." In Proceeding of the seventh ACM conference. ACM Press, 2009. http://dx.doi.org/10.1145/1640233.1640258.

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Berichte der Organisationen zum Thema "Creative design activities"

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Merl, Katharina, and Kalle Ekdahl. Developing a household energy planner through norm creative design. Users TCP, 2024. http://dx.doi.org/10.47568/7xr136.

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This is a project report from subtask 3 of the Users TCP Gender &amp; Energy Task. The design portion of the project, led by Boid as part of the wider research initiative, focuses on developing technical interventions that integrate norm critical design to sustainable energy consumption in Swedish households. This approach seeks to shift the focus from a traditionally male mindset in energy saving activities, which often emphasizes long term, technical solutions, to a more behavior-based approach traditionally associated with women, emphasizing daily energy use and planning.
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Baird, Natalie, Tanushree Bharat Shah, Ali Clacy, et al. maths inside Resource Suite with Interdisciplinary Learning Activities. University of Glasgow, 2021. http://dx.doi.org/10.36399/gla.pubs.234071.

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Maths inside is a photo competition open to everyone living in Scotland, hosted by the University of Glasgow. The maths inside project seeks to nourish a love for mathematics by embarking on a journey of discovery through a creative lens. This suite of resources have been created to inspire entrants, and support families, teachers and those out-of-school to make deeper connections with their surroundings. The maths inside is waiting to be discovered! Also contained in the suite is an example to inspire and support you to design your own interdisciplinary learning (IDL) activity matched to Educ
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Laidlaw, Maggie, and Doga Atalay. UK Arts & Sports as Resolution Media: Activities Report on How Arts and Sports Related Activities Assist Social Inclusion Across the UK. Glasgow Caledonian University, 2025. https://doi.org/10.59019/xqqzrw92.

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This report outlines the main insights from United Kingdom, focusing on the key themes of collaborative arts and sports media as avenues to challenge ideas of othering and difference in communities. It explores how creative arts and sports organisations across the UK can contribute to dialogue, collaboration, and everyday practices that create a framework around reconciling the grievances that can lead to radicalisation. The report demonstrates the potential for partnerships that bring people from very different backgrounds together to make better and more resilient collective futures. To begi
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Hardy, Angela, and Emi Iwatani. Rubrics for Examining Historical Thinking Skills in High School World History Activities and Student Work: Construct Validity Evidence from the Literature. Digital Promise, 2021. http://dx.doi.org/10.51388/20.500.12265/113.

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Digital Promise sought to create and validate historical thinking skills rubrics for use in its evaluation of Gates Ventures’ World History Project (WHP) curriculum. Adopting a principled assessment development approach called Evidence Centered Design (Mislevy et al., 2003), the Digital Promise team began by conducting an academic literature review. In this paper, we elaborate on how the literature on history education and historical thinking skills informed rubric design, including details of what it says about: how historical thinking skills have been defined in the literature; what dimensio
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Apple, Lauri M., Kathleen R. Smith, Zola K. Moon, and Glenda Revelle. Creating E-Textile Activities in a Textile Design Course to Engage Female Middle School Students in STEM Learning: An Undergraduate Design Experience. Iowa State University, Digital Repository, 2015. http://dx.doi.org/10.31274/itaa_proceedings-180814-1.

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Iwatani, Emi, Barbara Means, John Seylar, and Angela Hardy. Rubrics on Historical Thinking Skills for Assignments and Student Work: Initial Validity Evidence. Digital Promise, 2021. http://dx.doi.org/10.51388/20.500.12265/112.

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Digital Promise sought to create and validate two sets of Historical Thinking Skills rubrics for use in its evaluation of Gates Ventures’ World History Project (WHP) curriculum: one for evaluating teacher-assigned activities, and another for evaluating the student work those activities produced. Adopting a principled assessment development approach called Evidence Centered Design (Mislevy et al., 2003), the Digital Promise team began by conducting an academic literature review to inform rubric design, then piloted the draft rubrics to test their validity by having expert world history teachers
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Kharadzhian, Natalia, Larysa Savchenko, Karyna Safian, Yuliia Kulinka, and Oksana Mykolaivna Kopylova. Future Professional Education Specialists’ Mastering of Project Methodology of Creating Pedagogical Situations in the Service Sector. [б. в.], 2020. http://dx.doi.org/10.31812/123456789/4142.

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The article reveals the problems of mastering by future specialists of the project methodology of creating pedagogical situations in higher education institutions as a means of improving the quality of education. Objectives of the article: to determine the influence of the project method on the creation of pedagogical situations in the process of teaching students; the choice of logic and mechanism of design actions depends on the purpose and the initial conceptual position regarding the subject reincarnates; to study the influence of pedagogical situations on the quality of education in the h
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Morze, Natalia V., and Viktoriia O. Kucherovska. Ways to design a digital educational environment for K-12 education. [б. в.], 2021. http://dx.doi.org/10.31812/123456789/4438.

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Most educational institutions strive to create favourable conditions for students which meet educational needs of each student. It leads to high demand in the digital educational environment of K-12 education institutions. The article is devoted to the description of the concept, components and ways of designing the digital educational environment of a K-12 education institution through the transformation of educational activities. The importance of developing an educational policy of an educational institution in the field of digital technology is described. Authors present the model and the
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Zimmerman, Emily, and Jana Smith. Behavioral tactics to support providers in offering quality care: Insights from provider behavior change research and practice. Population Council, 2022. http://dx.doi.org/10.31899/sbsr2022.1043.

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This document offers a synthesis of insights from recent research and design activities conducted by ideas42 through Breakthrough RESEARCH, Breakthrough ACTION, and other projects across nine different low- and middle-income settings about the behavioral roots of challenges health care providers face in providing high quality services. We discuss how the physical and social environment in which they work and live sends signals to providers about what is important, how they can navigate difficulties, and how well they are performing. We discuss how experiences outside the health facility impact
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Flandin, Simon, Germain Poizat, and Romuald Perinet. Proactivité et réactivité: deux orientations pour concevoir des dispositifs visant le développement de la sécurité industrielle par la formation. Fondation pour une culture de sécurité industrielle, 2021. http://dx.doi.org/10.57071/948rpn.

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In a world exposed to uncertainty and upsets, the development of organizational resilience is often proposed to improve performance. Intended as a complement – but also sometimes as a counterpoint – to management approaches based on anticipation and preparedness, resilience-based approaches aim to improve the ability of professionals to react in an opportune manner to extraordinary and unexpected situations. Despite increasing interest for this change in paradigm, few concrete case studies have been documented. The work presented in this document explores the possibilities offered by new train
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