Abstract
The chapter presents a discussion of the research output. It explains the project activity carried out in the research path. It illustrates scenarios created to define learning environments characterised by the three key elements (pedagogy, space and technology). Then the author proposes and offers visualisations of a tool that transforms the scenarios into visions applicable to a learning context. The realisation of performative co-design activities and autonomous design activities carried out by selected teachers from the Politecnico di Milano help to discuss the tool. Its final purpose is to facilitate how users can choose the right technologies for their teaching activity. The last part of the chapter discusses a rule manual for tool use. It is composed of methodological (derived from research) and instrumental (derived from the experimentation of the instrument) information and built based on user experience.
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Manciaracina, A. (2022). How to Design Learning Using Technology and Users’ Needs?. In: Designing Hybrid Learning Environments and Processes. SpringerBriefs in Applied Sciences and Technology(). Springer, Cham. https://doi.org/10.1007/978-3-030-95274-7_5
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DOI: https://doi.org/10.1007/978-3-030-95274-7_5
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