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Diseño sin FronterasDesign in Teaching and Learning Situations:an interdisciplinary dialogueCristina Portugal.PUC - Rio <strong>de</strong> Janeiro, Brazilcrisportugal@gmail.comRita Maria <strong>de</strong> Souza Couto.PUC - Rio <strong>de</strong> Janeiro, Brazilricouto@puc-rio.brIntroductionThis paper refers to the study, research and theoretical lineof research Design in Teaching and Learning Situationsthrough an interdisciplinary dialogue between Design andEducation. Through methods and techniques of <strong>de</strong>signit was sought to i<strong>de</strong>ntify how this area of knowledge canparticipate in the processes of teaching and learning at thesetting of learning materials and enhance the processof acquiring knowledge. The study was gui<strong>de</strong>d by theMulti-Tracks, subject of this investigation, which is agame to help the acquisition of a second languageby <strong>de</strong>af children. This game was <strong>de</strong>veloped in thelight of methods and techniques of Design, un<strong>de</strong>r theInterdisciplinary Laboratory of Design / Education - LIDE,Pontifical Catholic University of Rio <strong>de</strong> Janeiro, Brazil, inpartnership with the National Institute of Education forthe Deaf in Rio <strong>de</strong> Janeiro - INES / RJ.This study intends to present Design as a field that cancontribute effectively towards the creation of educationalartifacts and cultural inventions, important aspects inhuman’s cognitive <strong>de</strong>velopment.According to Bonsiepe (1997), Design is the domain inwhich interaction between user and product is structuredto facilitate effective actions. Fontoura (2002) says Design isan ample field that involves and to which different disciplinesconverge. It can be seen as an activity, as a process orun<strong>de</strong>rstanding in terms of its tangible results. It can be seenas a function of project management, as a project activity,as a conceptual activity, or even as a cultural phenomenon.It is viewed as a means to add value to things produced byhumans and also as a vehicle for social and political change.Design is an active process that influences society, creatingits material culture. From this perspective, Meurer, cited byFrascara (1997) says:The world in which we live is more than the matter that has solidifiedas form and remained over time. Its form is <strong>de</strong>fined by activity andaction is its center. If Design is conceived as oriented towards action,un<strong>de</strong>rstood as active interaction and creative change, it will not focuson the object only as form. Quite the contrary, <strong>de</strong>signers shallconcern themselves with <strong>de</strong>veloping interactive process mo<strong>de</strong>ls inwhich object play an indisputable core role as a means for action.According to this vision, Design relates to the totality of humaninteraction’s concrete and intellectual spectrum, of interactionamong people, products and the world in which we live. (Meurer,apud Frascara, 1997, p. 220).Starting with a vision open to inclusion, which characterizesDesign’s area, this study <strong>de</strong>fends the i<strong>de</strong>a that the Designfield has great potential for joint works with Education,aimed at meeting contemporary society’s new <strong>de</strong>mands. Itwas precisely this un<strong>de</strong>rstanding that led to the reflectionsfound herein about the possibilities of an interdisciplinarydialogue between Design and Education as a basis for theconceptualization of the “Design in Teaching-LearningSituations” line of investigation.Using this <strong>de</strong>finition of Design as a field, which in Meurer’swords “relates to the totality of human interaction’s concreteand intellectual spectrum”, we will show the path takenfor carrying out this research.Research ProcessIn 2004, the LIDE team began to <strong>de</strong>velop a research projectentitled ‘Multi-Paths: game to assist in the acquisition ofa second language by <strong>de</strong>af children’. The public for thisproject, which was carried out from 2004 to 2007, was <strong>de</strong>afchildren enrolled in elementary school at the NationalInstitute of Deaf Education of Rio <strong>de</strong> Janeiro - INES/RJ.This research project, which had a clear interdisciplinaryapproach, received a “Scientists from Our State” scholarshipfrom FAPERJ (2005-2007) and a Productivity in Researchscholarship from CNPq (2006-2009).The actual object is a path game for tables or floors. Thepath is comprised of regular polygons, and besi<strong>de</strong>s these,the Multi-Tracks Game also has three sets of three scenarioseach: Pão <strong>de</strong> Açúcar, Fire Department and Zoo, actioncards, bonus cards, command cards, support cards, pinsand dice. The multimedia object is a game that consists ofan outing in the city of Rio <strong>de</strong> Janeiro, initially starting at37

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