英文摘要 |
"How can an instructor embed ''design thinking'' in the curriculum such that learners can reflect the interests of the ''place/community?'' This is a challenge for the elective course ''Service Innovation and Design'' and the instructional innovation emphasized by the ''University Social Responsibility Program.'' With the goal of ''becoming a service designer,'' the instructor focused on the Tamsui historical town center, adopted a pedagogic method of project-based learning (PBL), and embedded the design thinking process into weekly progress for developing alternate reality games as a form of service innovation. Central to the teaching intervention strategy, the dual-track asynchronous mechanism was planned and established for the course and the program. The instructor first operated on one pioneer track in advance (campus site) and then guided learners on the other and the following track (downtown site). The pioneer project was then regarded as the teaching material as well as a benchmark for student benchmark. Consequently, seven prototypes were proposed overall, and two of them were implemented with product optimization and formal production. This study aims to extend the core concept of ''practice in learning,'' to develop ''boundary objects'' as the carrier of knowledge construction, and to determine ways to ''approach'' places and communities. Co-developing trust by approaching, followed by ''activating,'' could help initiate positive interactions." |