A case study on online design workshop experience: gamification and space

dc.authorid0000-0002-8935-6403
dc.authorid0000-0002-0461-7628
dc.authorid0000-0003-1245-0044
dc.authorid0000-0002-8935-6403en_US
dc.authorid0000-0002-0461-7628en_US
dc.authorid0000-0003-1245-0044en_US
dc.contributor.authorKaradağ, Deryaen_US
dc.contributor.authorGülbahar, Simgeen_US
dc.contributor.authorOzar, Betülen_US
dc.date.accessioned2022-09-30T10:27:59Z
dc.date.available2022-09-30T10:27:59Z
dc.date.issued2022-10
dc.departmentIşık Üniversitesi, Sanat, Tasarım ve Mimarlık Fakültesi, İç Mimarlık Bölümüen_US
dc.departmentIşık University, Faculty of Arts, Design and Architecture, Department of Interior Architectureen_US
dc.description.abstractDesign schools consist of three main axes; courses that provide knowledge in various fields of design, studio courses and internships. Besides, the indisputable fact is the importance of design competitions and informal workshops that feed the designer candidate to gain experience in different fields of the discipline. In addition, another importance of informal workshops is the contribution of researchers in this field to the development of design education. The effects and potentials of Information and Communication Technologies (ICTs) are also another area of research on design education, in particular design studio courses. The use of ICTs in the field of design education has led gamification to come to the fore as an ascending concept. A series of methodologies and tools have been developed, such as gamification, as well as the different kinds of Virtual Learning Environments to ensure the motivation of students and avoid the lack of attention in online courses. In this study, an online workshop, "Gamification and Space", is investigated as a case study. The contribution of the concept of gamification to design education has been evaluated in line with the observations and experiences gained. The data was gathered from the workshop presentations held on the last day and the final manuscripts of the workshops. The collected data was analyzed by the workshop coordination team, and classifications were made regarding the aspects of the gamification used during the workshop. In addition, it is aimed to discuss the potentials of ICTs in design courses. The observations show that the use of gamified elements has the potential to enrich instructional methods, especially when we consider online education, virtual learning environments and visual collaboration tools.en_US
dc.description.versionPublisher's Versionen_US
dc.identifier.citationKaradağ, D., Gülbahar, S. & Ozar, B. (2022). A case study on online design workshop experience: gamification and space. Journal Of Design Studio, 4(2), 51-63. doi:10.46474/jds.1151774en_US
dc.identifier.endpage63
dc.identifier.issue2
dc.identifier.startpage51
dc.identifier.urihttps://hdl.handle.net/11729/4923
dc.identifier.urihttp://dx.doi.org/10.46474/jds.1151774
dc.identifier.volume4
dc.institutionauthorKaradağ, Deryaen_US
dc.institutionauthorGülbahar, Simgeen_US
dc.institutionauthorOzar, Betülen_US
dc.language.isoenen_US
dc.peerreviewedYesen_US
dc.publicationstatusPublisheden_US
dc.publisherOrhan HACIHASANOĞLUen_US
dc.relation.ispartofJournal Of Design Studioen_US
dc.relation.publicationcategoryMakale - Ulusal Hakemli Dergi - Kurum Öğretim Elemanıen_US
dc.rightsinfo:eu-repo/semantics/openAccessen_US
dc.subjectOnline workshopen_US
dc.subjectGamificationen_US
dc.subjectInterior design educationen_US
dc.subjectInformal learning environmenten_US
dc.subjectGame-based learningen_US
dc.titleA case study on online design workshop experience: gamification and spaceen_US
dc.typeArticleen_US

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