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Education in The New Millennium: The Case For Design-Based Learning
Education in The New Millennium: The Case For Design-Based Learning
Education in The New Millennium: The Case For Design-Based Learning
Abstract
This article focuses on current examples of project education based on creative and applied learning.
or design-based learning at the secondary school The exemplar communities chosen for onsite
level in the context of the increasing importance research are the education department of the
of creativity and innovative thinking in the twenty- Cooper-Hewitt National Design Museum in New
first century. The authors argue that students York City and the Art Center College of Design in
today learn more effectively in pedagogical prac- Pasadena, California, USA.
tices that emphasise holistic thinking, active learn-
ing, visual media and problem-solving.
Design-based learning presents new ways for
realising long-term goals and learning outcomes.
The purpose of this article is to investigate best
practices of design education in the community
and to propose instructional resource examples
on design to K-12 school teachers. This article
points out the importance of systemised process
for the work of design-based teachers and learn-
ers, addresses the study of design as a subject of
investigation and a mode of inquiry that engages
a variety of student learning styles and makes
direct connections between subjects and prob-
lem-solving in daily life.
Our belief is that the case studies explored in
this article represent the seeds of a new model of
involves the growing international interest in tions and methods. Our belief is that the case
creativity and innovation, in both its cultural and studies explored in this article represent the
economic forms. Bruce Nussbaum, writing for seeds of a new model of education based on
Business Week, believes we have entered a creative and applied learning.
‘creativity economy’ in the USA, following in
historical succession our agriculture, industrial Conceptual framework (epistemological shift)
and information-based economies (Nussbaum The authors suggest that project or design-based
2004). Daniel Pink’s argument in the Harvard learning is more consistent with and appropriate
Business Review that ‘the MFA has replaced the to how students learn today. This belief is most
MBA’ caused a stir several years ago in both the fundamentally a consequence of the fact that
design and business education communities. He college-age students, and those younger, are the
argued that the fundamental skills and cognitive first generation to be born in the digital age. In
processes of the designer – holistic thinking, Multimodal Discourse: the Modes and Media of
empathy, imagination, creativity, visualising prob- Contemporary Communication, Gunther Kress
lems and solutions – have become more impor- (Kress & Van Leeuwen 2002) argues that we are
tant in business than the traditional analytic skills undergoing an epistemological shift from a mono-
taught in MBA programmes. Pink developed this modal and linear system dominated by the book
thesis in his widely read book, A Whole New and writing, to a multimodal system characterised
Mind (Pink 2005). by the spatial organisation of different modes,
One of the most remarkable statistics in prominently the image, but also music, writing
support of this transformation is China’s creation and aural language. Kress appropriates ‘design’ in
of over 1,000 new design schools in the past 10 the broadest sense to describe the emergent
years alone. Beyond the remarkable growth of its multimodal model: here, meaning is communi-
manufacturing base in the past few decades, cated through ‘assemblage’, through the relation-
China’s leadership clearly anticipates that innova- ships among different media and discourses.
tion and creative thinking will be the keys to Very few secondary schools have fully under-
economic success in the future. In addition to stood the consequences of this shift: it means
China, the development of design education as that visual learning, spatial and holistic thinking,
part of a national policy is particularly strong in the need to work simultaneously in different
other Asian countries such as Korea, Singapore media, and (most critically) the importance of
and Japan. This is partly attributable to the reali- active learning over passive learning, are funda-
sation that the traditional ways of learning in mental to the learning and cognitive processes of
many Asian countries – imitation, repetition, students today. Pedagogical methods that do not
memorisation and a rather absolute deference to acknowledge and incorporate this shift will not
the authority of the teacher, at least by Western succeed in educating students today or in the
standards – do not foster the kind of creative future. The project or design-based approaches
thinking that these countries see as critical to to learning cited in this article all work to recog-
their economic future. Mayor of Seoul, Sae-Hoon nise and utilise the epistemological shift Kress
Oh recently became the first municipal leader to (Kress & Van Leeuwen 2002) describes.
appoint a Chief Design Officer to his cabinet.
Next year, the Ministry of Education in Singapore The phenomenon of design education
will open not only a new design university, but The most obvious place for such integration is in
even more importantly, the first design-based teaching methods courses (Davis et al. 1997).
learning programme for secondary education The first US university design and education
sponsored created by government initiative. Master’s degree programme began in 1995 at
room. Programmes such as the Summer Design • Learning to See Slideshow – Participants are
Institute and a City of Neighborhoods programme introduced to the ‘elements of form’ that make
may have become models for design education up the language of design, and are asked to
in schools and communities across the USA (Lee consider the choices that designers and
2009). Below the authors describe the two communities make and how these choices are
programmes that we referenced above, using reflected in the architecture, urban planning
descriptions from the Cooper-Hewitt’s education and landscaping of a place.
brochures (Education Department 2006).
• Walking Tour Objectives and Orientation –
A City of Neighborhoods Participants break into teams to become
A City of Neighborhoods is a community-based oriented to the walking tour objectives. Team
design education and advocacy programme for members assign roles and familiarise them-
youth, educators, designers and civic leaders selves with equipment, materials and maps.
working with young people developed by the
Cooper-Hewitt. Its mission is to foster civic • Neighborhood Exploration/Walking Tour and
engagement, recognisng the right of all citizens, Lunch – Participants are asked to use all five
especially young people, to be involved in the senses and the elements of form from the
design of their neighbourhoods. The programme morning’s slideshow to discover the character
applies design education to a neighbourhood of the neighbourhood. Participants record the
context, providing access to primary resources design and architectural elements that give the
(architecture, streetscapes, maps, and historic neighbourhood its unique sense of place by:
and cultural materials) in order to explore a neigh- taking Polaroids, answering prompt questions,
bourhood’s past, analyse its present, and plan for collecting artefacts, making texture rubbings,
its future. conducting interviews.
A City of Neighborhoods was created by archi-
tects and designers and modelled on their own • Sensory Collage – What was your experience of
experiences with the design process. The this place? Using the information and resources
programme mirrors the stages in the design proc- collected and experienced in the walk, partici-
ess, supported by a variety of community- and pants organise their findings into a visual pres-
project-based strategies. The following three entation to share with the rest of the group.
stages of the workshop form the necessary steps
in translating the design process into successful 2. Understanding Change Over Time – Analysing
civic action. Some of the activities that may be historical maps and photographs, presentations
included in any workshop are described below. by guest speakers, discussions involving commu-
nity panels, and researching literature and written
1. Learning to See – Identifying and describing materials.
the ‘experience of place’ using a visual vocabu-
lary, walking tours, sketching, photography, writ- • Historic Layering Activity – Knowing a neigh-
ing and activities for synthesising sensory impres- bourhood’s past is critical to understanding its
sions. present. Participants are asked to consider
what the past and present forces of change
• Place Memory Activity – Participants create a have been. Using maps, narratives, municipal
representation of a powerful memory of a records and photographs, they add another
place. Participants introduce themselves using layer of historical context to the neighbourhood
this description/story, showing and describing collage.
in Pasadena, California, one of the leading design the skills, knowledge and processes of design
schools in the world, as well as at peer schools in are mastered more successfully in this project-
the USA and around the world, it is apparent that based approach.
the strategies of project- or design-based learning
are also more consistent with the cognitive proc- Conclusion
esses we attribute to students of the millennial We make design decisions that reflect our
generation and younger. In other words, these personal, social, political, aesthetic and economic
new forms of learning are a better fit with the way desires. As such, they reflect our ideas and ideals,
high school and college students today receive and our compromises. The purpose of design
and process information, and are thus likely to education is to provide a framework for teaching
produce higher success rates. The year-old young people the skills they need to become
Design High School in Los Angeles already active participants in planning and shaping their
reports significantly higher attendance rates than world. In looking at the design of cities, students
the Los Angeles Unified School District average. explore the social, physical and cultural environ-
The premise of Art Center’s design pedagogy ments that shape human behaviour. In analysing
is learning through problem-solving. Even many visual communication, students decode mean-
of the foundational skills, such as drawing and ing in the relationship between word and image.
visual form, are taught not just as skills in them- Such assignments integrate skills in the language
selves but as ways to conceptualise and commu- arts, art, history and technology. While active
nicate ideas in a particular medium. For example, involvement in the design process usually char-
a first-term course called ‘Design I’ is devoted to acterises most design-based learning, these
the elements of visual form in two dimensions: reflective activities are also the foundation for
colour, line, scale and so on. Students are asked developing discriminating consumers who make
to demonstrate what they have learned by creat- critical choices in their adult lives.
ing a book, album cover or game (the choice is Ultimately, such examples of programmes,
theirs) that shows the principles of the class at the Summer Design Institute and A City of Neigh-
work. In this example, the problem to be solved is borhoods, enable the general public, educators
how formal principles can be applied in, for exam- and youth audiences to understand better design
ple, a deck of playing cards to express the and its influence on our lives through its
student’s concepts. At most design schools, the programmes and courses. The quality
assignment for a similar level foundation course programmes may engage school audiences in
is simply to create a notebook of independent the design process – developing such skills as
sketches; the Art Center assignment is unique in active observation, critical discussion, strategies
asking for a coherent project to show these basic for visual communication and critique. K-12 class-
skills. As students advance through the curricu- room teachers will take the design lessons into
lum, the project-based learning classes take on their classroom to enhance the study of other
increasingly complex problems. By the final two disciplines, such as history, language arts, and
terms, students work primarily in collaborative science, ultimately increasing academic perform-
studios that are designed to respond to problems ance and connecting school curriculum to real-
or design ‘briefs’ introduced from outside the life issues and experiences. The knowledge
college by major international companies. Or, in acquired through this article may be incorporated
the case of the Advertising department, students into the development of design education.
will work in a studio called ‘The Agency’ with real- Design education needs supports by strategic
world clients. Of course an important advantage investments in networking, preservice training,
of this approach is to prepare students for their and resource dissemination and further research.
References
Bloemink, B. & Cunningham, J. (2004) Design
≠ art: Functional Objects from Donald Judd to
Rachel Whiteread. Smithsonian Cooper-Hewitt,
National Design Museum: Merrell