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Sheperdson
(1999) notes that the goal of engineeringeducation isnot to produce students who can recite formulas, but designers who can mobilize physics and engineering concepts in the creative solution of design problems. DreamHaus is an interactive media piece and design tool that can be used within constructivist pedagogical frameworks. The design component of DreamHaus allows learners to analyze, understand, and create engineering artifacts not as abstract entities, but as enacted systems, allowing them to develop systems-level understanding of engineering phenomena. Pedagogically,
DreamHaus specifically addresses findings in cognitive science research
highlighting that students:
DreamHaus strives to give players qualitative understandings of physics phenomena (Forbus, 2001). This game gives players opportunities to:
Each task
is designed to elicit a performance of understanding-not merely a cue
to recognize formulas and concepts. Players will be presented with animations
of each concept and graphical displays of phenomena embodying each concept.
Design tasks demand that they mobilize these concepts in the design of
buildings. Assessments DreamHaus employs a variety of assessment techniques. First, the game engine records:
Second, students' learning is assessed in the design space, as the CAD software tests students' understanding. For each level, the software records:
Finally, the community structure offers unique opportunities for assessments. The DreamHaus website allows users to vote on their designs, create hotlists' of designers they like, see who is on one another's hotlists, and critique other designs online. This space provides valuable feedback on student work, critiquing opportunities, and opportunities for students to have instructors or community members give feedback on their work.
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