Design Thinking in Higher Education Case Studies: Disciplinary Contrasts between Cultural Heritage and Language and Technology
Abstract
:1. Introduction
1.1. Context and Clarifications
1.2. Benefits of Transdisciplinarity and Design Thinking
1.2.1. Benefits of Transdisciplinarity
1.2.2. Design Thinking
2. Materials and Methods
2.1. Case Study Contexts
2.2. Design Thinking Steps
2.2.1. Step One: Hear
2.2.2. Step Two: Create
2.2.3. Step Three: Deliver (Preliminary Results)
- Red is impedance higher than 35 kΩ.
- Orange is impedance between 35kΩ and 20 kΩ.
- Yellow is impedance between 20 kΩ and 10 kΩ.
- Green is impedance less than 10 kΩ.
2.2.4. Step Four: Assess
- Depth of intergenerational dialogue [34] collected and quality of interview.
- Use of visual thinking strategies [20] and digital skills in the videos.
- Classroom debate regarding all projects with international insight from students.
- Degree of adequacy for dissemination of videos for educational purposes.
- The research identified which electrode was responsible for attention and then limited the stimuli to measure the response correlation.
- Specific linguistic artefacts were correlated with the attention electrode. Findings indicate that pauses or changes in intonation are ‘attention getting’ in EEG measurements [35] in the preliminary sample.
3. Results
3.1. Additional Findings and New Directions for Context One
3.2. Additional Findings and New Directions for Context Two
4. Discussion
5. Limitations of Present Study and Suggestions for Future Research
6. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
References
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Social Science | Engineering/English | |
---|---|---|
Data collection procedure | The main instruments were 96 questionnaires, and then 50 semi-structured interviews. | This process begins with interdisciplinary design thinking. Data are collected with an EEG cap. The team selects variables and data sets making each step of the process more correlated and better defined. |
Role of language | Language is a tool. The value of intergenerational dialogue has been interpreted and transferred to a digital representation of cultural patrimony. | Language and its relationship to attention are the object of the study. Students create a linguistic map of video stimuli to correlate features with EEG responses. |
Role of technology | Technology is a tool. Students create videos using visual research methodologies (VRMs) and transfer narratives to a digital format. | Using the EEG cap makes technology part of the research. Students create specific technological applications that improve reliability of the data set by identifying brain regions tied to stimuli. |
Final goal | The final goal is to explore cultural heritage using transdisciplinary design thinking to reach out to the community outside the university. From 63 videos, 13 videos were selected and specifically reinforced the value of people and patrimony. | The final goal is a series of tangible goals: first to filter EEG activity using software design in the Matlab app created for this purpose; next to correlate linguistic features to attention an ensure reliability; and, ultimately, to use this reliable data to ‘train the machine’ in future research. |
Disciplinarity | C1 is transdisciplinary, student group is large and includes community. C2 is interdisciplinary, student group is small and focused on a series of research problems. |
Research approach | C1 began with QUAN(qual)→QUAL data validated by the number of interviews, but led to further qualitative interpretation as students designed their videos. C2 began with quantitative data that required qualitative interpretation. By preselecting variables to prove specific correlations between brain activity and linguistic input, the approach moved from quantitative to qualitative interpretation. The human sample is small (13 subjects), but the raw data collected are enormous. |
Language | C1: Language is a tool. The value of intergenerational dialogue was interpreted and transformed into a digital representation of cultural patrimony learning and divulgation. C2: Language and its relationship to attention and emotion are the object of the study. |
Technology | C1: Technology is a tool to develop VRM. C2 Technology is a tool with the EEG measurements, but at the same time is developed in an applied way to solve research problems and better fit the data to a reliable model. |
Outcomes and perspectives | Used for teaching: C1: Tangible products are quite wide ranging and in this selection the research looks to the past to explore how people and patrimony come together for present and future social understandings. Used for research: C2: The student-led projects moved the research forward. Research looks to the future to use this reliable model to ‘train the machine’ for AI using human responses. |
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Griffith, M.; Lechuga-Jimenez, C. Design Thinking in Higher Education Case Studies: Disciplinary Contrasts between Cultural Heritage and Language and Technology. Educ. Sci. 2024, 14, 90. https://doi.org/10.3390/educsci14010090
Griffith M, Lechuga-Jimenez C. Design Thinking in Higher Education Case Studies: Disciplinary Contrasts between Cultural Heritage and Language and Technology. Education Sciences. 2024; 14(1):90. https://doi.org/10.3390/educsci14010090
Chicago/Turabian StyleGriffith, Mary, and Clotilde Lechuga-Jimenez. 2024. "Design Thinking in Higher Education Case Studies: Disciplinary Contrasts between Cultural Heritage and Language and Technology" Education Sciences 14, no. 1: 90. https://doi.org/10.3390/educsci14010090
APA StyleGriffith, M., & Lechuga-Jimenez, C. (2024). Design Thinking in Higher Education Case Studies: Disciplinary Contrasts between Cultural Heritage and Language and Technology. Education Sciences, 14(1), 90. https://doi.org/10.3390/educsci14010090