TY - GEN
T1 - AESTHETICS OF CARE AND SUSTAINABILITY IN TECHNOLOGICAL EDUCATION
T2 - 26th International Conference on Engineering and Product Design Education, E and PDE 2024
AU - Perez, Santiago
AU - Pavlova, Yoana
AU - Fornet, Antonio
AU - Koustomichalis, Marinos
AU - Georgallis, Teresa
AU - McCabe, Hugh
AU - Duggan, Brenda
N1 - Publisher Copyright:
© 2024 Proceedings of the 26th International Conference on Engineering and Product Design Education: Rise of the Machines: Design Education in the Generative AI Era, E and PDE 2024. All rights reserved.
PY - 2024
Y1 - 2024
N2 - Introducing the notion of Aesthetics of Care (AoC) when teaching sustainability studies and/or sustainability related modules, might be an appropriate way to rethink the role of technology(ies) in human development. Such an approach is a valuable opportunity to reconsider the way we produce, and consume, not just the objects we interact with but also our perception of reality in such a moment of ecological and social crisis. We propose a game-based Teaching Training Programmeme (TTP) for technological higher-education to assess work, behaviour and choices of the participants. We tested three games that could be used to introduce participants from different backgrounds to mobilise the ideas of AoC and Regenerative Sustainability (RS) within their practices, by encouraging teamwork, critical thinking and self-evaluation. These games are: 'Atlas of Weak Signals', 'In The Loop', and 'Revolt'. They serve as educational tools that prompt questioning of decisions, actions, and attitudes concerning ecology, AoC and RS. Results show that such a game-based methodology has the potential to promote and teach AoC and RS in technological higher-education milieux.
AB - Introducing the notion of Aesthetics of Care (AoC) when teaching sustainability studies and/or sustainability related modules, might be an appropriate way to rethink the role of technology(ies) in human development. Such an approach is a valuable opportunity to reconsider the way we produce, and consume, not just the objects we interact with but also our perception of reality in such a moment of ecological and social crisis. We propose a game-based Teaching Training Programmeme (TTP) for technological higher-education to assess work, behaviour and choices of the participants. We tested three games that could be used to introduce participants from different backgrounds to mobilise the ideas of AoC and Regenerative Sustainability (RS) within their practices, by encouraging teamwork, critical thinking and self-evaluation. These games are: 'Atlas of Weak Signals', 'In The Loop', and 'Revolt'. They serve as educational tools that prompt questioning of decisions, actions, and attitudes concerning ecology, AoC and RS. Results show that such a game-based methodology has the potential to promote and teach AoC and RS in technological higher-education milieux.
KW - Aesthetics of Care
KW - game-based methodology
KW - regenerative sustainability
KW - relationality
KW - technological education
UR - https://www.scopus.com/pages/publications/105003903260
U2 - 10.35199/epde.2024.100
DO - 10.35199/epde.2024.100
M3 - Conference contribution
AN - SCOPUS:105003903260
T3 - Proceedings of the 26th International Conference on Engineering and Product Design Education: Rise of the Machines: Design Education in the Generative AI Era, E and PDE 2024
SP - 593
EP - 597
BT - Proceedings of the 26th International Conference on Engineering and Product Design Education
A2 - Bohemia, Erik
A2 - Bohemia, Erik
A2 - Buck, Lyndon
A2 - Grierson, Hilary
A2 - Kim, Jisun
A2 - Storer, Ian
A2 - Whitehead, Timothy
PB - The Design Society
Y2 - 5 September 2024 through 6 September 2024
ER -