**5. ArDIn work diagram**

After years of teaching in different studies concerned as fine arts, fashion design, architecture, engineering in industrial design, and product development, some main concepts have arose as fundamental in the teaching methods. These main ideas related to the process of teaching and learning are the following ones (**Figure 2**).

First, whenever you are teaching, you may consider different matters of knowledge to strengthen learning. **Interdisciplinary nature** is essential, and searching new connections while teaching will enrich the process. This means, whenever possible, try to organize mixed classes between different subjects thought in your university school.

Thinking about teaching-learning experience, both actors in action, teachers and students, may be situated equally, which means in a **horizontal** plane. Obviously teachers are expected to have more knowledge due to their experience, but students are freshly in contact with the present moment, so they can benefit on each other.

In continuity with the previous aspect, we also propose a **collaborative** teaching-learning experience. It is not only a collaboration between teachers and students or different subjects in the same university school. It must also include different university studies. Last year took place an innovation project where teachers from architecture, fashion design, and industrial design worked together with all their students mixed into one unique goal.

And finally, it is supposed that when students leave university, they will start their professional career. Nevertheless, we find there is a big gap between what they learn and what they will be asked to manage afterward. So let introduce a better **connection** with the professional world into our teaching-learning process. They will face different approaches through different projects proposed by companies.

**77**

*ArDIn. Art, Design, and Engineering Merging in a New Method*

All this background must take into consideration that a **fun environment** is essential to create a good atmosphere. Even though we are reluctant to behaviors similar to children, humans will still play from time to time. Some words from

*Adults respond so negatively to play because they define it as simply having fun and, therefore, as a waste of time. But though play can be fun, as one of the three essential drives—love, play, work—it contributes to the best kind of learning. Play operates as more than a creative urge; it also functions as a fundamental mode of* 

The exhibition "The Game of Art. Pedagogies, Art and Design" held in the Fundación Juan March in Madrid, starting in March 2019, emphasizes the importance of playing while learning. Ellen Key forewarned about the way children were taught in schools, with their rigid organization. Another study done by George Land and Beth Jarman in 1992 [16] pointed out the divergent thinking children have at an early age and how they lose it while growing up. This ability of inventing many and different answers must be adopted as a strategy to learn and innovate in

Pat Kane, musician and cultural commentator, always repeats that, in the twentieth century, game will do the same function as work did during the industrial era: it is going to be the predominant way of knowing, making, and creating value [17]. As McLuhan said, "Anyone who tries to make the distinction between education an

As a clear example of a fun environment, it can be showed a color exercise made in a drawing class. It related to the expressionism approach where they face some big blank papers, using their bodies and getting familiar with mixing colors. The following is the link to one of these experiences done in three consecutive years, 2017, 2018, and 2019 (Video: https://www.youtube.com/watch?v=hTRi72q4k88&fe

Transmedia narrative is also essential as a background to take into consideration. Students are constantly in contact with media and will not let them besides. Teachers, no matter their age, will need to face new ways of teaching using new technologies, not as mere tools, but as fundamental part of their strategies into the

And other important strategy to manage this new era is to use student works as evidence for future students. The projects already done by them conform the real textbooks for future courses. Their experiences and their research while doing them deem essential for others, and in the future, students could become occasionally

entertainment doesn't know the first things about either" [18].

*DOI: http://dx.doi.org/10.5772/intechopen.89201*

David Elkind are important at this moment:

*learning. [15]*

design.

ature=youtu.be).

classrooms (and also outside them).

**Figure 2.** *General ArDIn work diagram (Silvia Nuere).*

*Narrative Transmedia*

ones (**Figure 2**).

university school.

students mixed into one unique goal.

**5. ArDIn work diagram**

After years of teaching in different studies concerned as fine arts, fashion design, architecture, engineering in industrial design, and product development, some main concepts have arose as fundamental in the teaching methods. These main ideas related to the process of teaching and learning are the following

First, whenever you are teaching, you may consider different matters of knowledge to strengthen learning. **Interdisciplinary nature** is essential, and searching new connections while teaching will enrich the process. This means, whenever possible, try to organize mixed classes between different subjects thought in your

Thinking about teaching-learning experience, both actors in action, teachers and students, may be situated equally, which means in a **horizontal** plane. Obviously teachers are expected to have more knowledge due to their experience, but students are freshly in contact with the present moment, so they can benefit on each other. In continuity with the previous aspect, we also propose a **collaborative** teaching-learning experience. It is not only a collaboration between teachers and students or different subjects in the same university school. It must also include different university studies. Last year took place an innovation project where teachers from architecture, fashion design, and industrial design worked together with all their

And finally, it is supposed that when students leave university, they will start their professional career. Nevertheless, we find there is a big gap between what they learn and what they will be asked to manage afterward. So let introduce a better **connection** with the professional world into our teaching-learning process. They will face different approaches through different projects proposed by companies.

**76**

**Figure 2.**

*General ArDIn work diagram (Silvia Nuere).*

All this background must take into consideration that a **fun environment** is essential to create a good atmosphere. Even though we are reluctant to behaviors similar to children, humans will still play from time to time. Some words from David Elkind are important at this moment:

*Adults respond so negatively to play because they define it as simply having fun and, therefore, as a waste of time. But though play can be fun, as one of the three essential drives—love, play, work—it contributes to the best kind of learning. Play operates as more than a creative urge; it also functions as a fundamental mode of learning. [15]*

The exhibition "The Game of Art. Pedagogies, Art and Design" held in the Fundación Juan March in Madrid, starting in March 2019, emphasizes the importance of playing while learning. Ellen Key forewarned about the way children were taught in schools, with their rigid organization. Another study done by George Land and Beth Jarman in 1992 [16] pointed out the divergent thinking children have at an early age and how they lose it while growing up. This ability of inventing many and different answers must be adopted as a strategy to learn and innovate in design.

Pat Kane, musician and cultural commentator, always repeats that, in the twentieth century, game will do the same function as work did during the industrial era: it is going to be the predominant way of knowing, making, and creating value [17]. As McLuhan said, "Anyone who tries to make the distinction between education an entertainment doesn't know the first things about either" [18].

As a clear example of a fun environment, it can be showed a color exercise made in a drawing class. It related to the expressionism approach where they face some big blank papers, using their bodies and getting familiar with mixing colors. The following is the link to one of these experiences done in three consecutive years, 2017, 2018, and 2019 (Video: https://www.youtube.com/watch?v=hTRi72q4k88&fe ature=youtu.be).

Transmedia narrative is also essential as a background to take into consideration. Students are constantly in contact with media and will not let them besides. Teachers, no matter their age, will need to face new ways of teaching using new technologies, not as mere tools, but as fundamental part of their strategies into the classrooms (and also outside them).

And other important strategy to manage this new era is to use student works as evidence for future students. The projects already done by them conform the real textbooks for future courses. Their experiences and their research while doing them deem essential for others, and in the future, students could become occasionally

teachers. The ETSIDI Design Association has already collaborated with the authors in teaching and assessing.

After exposing the main fundamentals of the ArDIn method, always surrounded by a fun and relaxed ambience, the different outlined concepts will be expound. Some real examples developed in the classroom, or outside it, will illustrate them.
