Publication:
Digital games for architecture and spatial design: Investigating game design and facilitation of learning

dc.contributor.advisor Ng, Wan en_US
dc.contributor.advisor Ryan, Malcolm en_US
dc.contributor.author Utian, Dean en_US
dc.date.accessioned 2022-03-22T09:21:32Z
dc.date.available 2022-03-22T09:21:32Z
dc.date.issued 2015 en_US
dc.description.abstract The development of design thinking and practice amongst university students is often viewed as problematic. Within higher education architecture and corresponding design disciplines, the design studio remains the pivotal component of the program where students are thrown into the process of design before they know what it actually represents. Over the last few years, the complexity of the design studio has expanded with increased demands of manual and digital representation skills, the acquisition of a range of new software understanding as well as research skills. A key challenge for design teachers is how to manage these expectations while giving students suitable orientation to their selected discipline. Video games, simulations and virtual worlds are current technologies advocated as artefacts and spaces for learning. A deeper understanding of educational game design and alignment to learning outcomes can reveal opportunities for the growing challenges in design disciplines. This study uses a mixed method approach to capture perceptions and personal impact of the use of an educational digital game developed to facilitate spatial understanding and design in a collaborative learning environment. It explores the factors that influence the outcomes of a digital game-based learning (DGBL) approach and uncovers requirements for the design and delivery of a digital game as well as the facilitation of student learning. The study draws findings from developing an educational game, surveying students on their experiences as well as through interviews. In addition, images produced by students as part of the game are analysed. The findings indicate that the students had positive perceptions of the value of a DGBL approach to spatial design and collaborative learning. For many, it facilitated a reflective process and provided scaffolding for subsequent learning within their course study. The research exposes the challenges for students in relation to collaboration, feedback and personalisation. A recommendation emerging from the research is the importance of authentic, situated frameworks, and developing clear roles and strategies for collaboration. In addition opportunities for personalisation and self-expression facilitate the creation of engaging and meaningful experiences in design-based contexts. en_US
dc.identifier.uri http://hdl.handle.net/1959.4/54320
dc.language English
dc.language.iso EN en_US
dc.publisher UNSW, Sydney en_US
dc.rights CC BY-NC-ND 3.0 en_US
dc.rights.uri https://creativecommons.org/licenses/by-nc-nd/3.0/au/ en_US
dc.subject.other architecture en_US
dc.subject.other digital game en_US
dc.subject.other learning en_US
dc.subject.other spatial design en_US
dc.title Digital games for architecture and spatial design: Investigating game design and facilitation of learning en_US
dc.type Thesis en_US
dcterms.accessRights open access
dcterms.rightsHolder Utian, Dean
dspace.entity.type Publication en_US
unsw.accessRights.uri https://purl.org/coar/access_right/c_abf2
unsw.identifier.doi https://doi.org/10.26190/unsworks/18145
unsw.relation.faculty Arts Design & Architecture
unsw.relation.originalPublicationAffiliation Utian, Dean, Education, Faculty of Arts & Social Sciences, UNSW en_US
unsw.relation.originalPublicationAffiliation Ng, Wan, Education, Faculty of Arts & Social Sciences, UNSW en_US
unsw.relation.originalPublicationAffiliation Ryan, Malcolm, Computer Science & Engineering, Faculty of Engineering, UNSW en_US
unsw.relation.school School of Education *
unsw.thesis.degreetype Masters Thesis en_US
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