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In addition to research papers, the Design Society is developing several valuable resources for those interested in the study of design. These include a repository of PhD theses, a library of case studies and transcripts of design activities, and an archive of our newsletters. Please note that these resources are accessible exclusively to Design Society members.

TEACHING PRACTICES OF COMPUTER-AIDED TECHNICAL DRAWING IN THE TIME OF COVID-19

Oliveira, Geísa Gaiger De; Bernardes, Mauricio Moreira E Silva


Type:
Year:
2021
Editor:
Grierson, Hilary; Bohemia, Erik; Buck, Lyndon
Author:
Series:
E&PDE
Institution:
FEDERAL UNIVERSITY OF RIO GRANDE DO SUL, Brazil
Section:
Meeting 21st Century Challenges in Further and Higher Education
DOI number:
ISBN:
978-1-912254-14-9
Abstract:
Computer-aided technical drawing is a basic academic discipline in engineering and design undergraduate courses, which is mainly focused on the presentation of local and international norms for use of standardized language and also to incorporate technological innovations in the area of computer-assisted design. The teacher must follow the student’s progress and provide real-time feedback during the performance of exercises so that the students effectively succeed in absorbing the contents. Due to the pandemic, the pedagogical approach used in these courses had to be revised and updated. This paper aims to describe the teaching practices of computer-assisted technical drawings used during the covid-10 pandemic. Such practices aimed to encourage the student engagement with the implemented approach. The research was carried out using five case studies conducted by different groups of students enrolled in the engineering and design courses in a Brazilian public university. Data were collected between August and October, 2020 from the field notes recorded by the authors of this paper and from an online questionnaire administered to the students of the courses. The case studies were analyzed at four different moments: selection of teaching technologies in virtual learning environments, planning, implementation, and assessment of the disciplines. The study enabled to identify that there was a higher student engagement when unconventional practices, such as gamification, were used in the classroom; use of reference animation plays to serve as the basis for the drawing and assignment of a greater number of small tasks to be performed with mandatory teacher appraisal. It was also found that the quality of remote instruction and guidance is conditioned by the evolution of the technological apparatus and its availability at the university with the support and exposition of contents and real-time feedback.
Keywords:

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