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A Gamification-Based Design Process Proposal for Architectural Education

Year 2023, Volume: 2 Issue: 1, 128 - 148, 01.02.2023

Abstract

Gamification, while existing as a concept for many years, has been acknowledged in the research field and has just recently taken its place in the research terminology. It is a concept that builds up on collaborative work and collective thinking via a series of rules in the context of the score-reward system. The aim of this research is to develop a new design process model by incorporating the concept of gamification into the architectural design process. In this study content analysis method, which is one of the qualitative research methods, was used. In this context, current approaches in architectural design studios and digital approaches in architectural design have been analyzed and associated with the concept of gamification. With these analyzes and the determination of different usage areas of the concept of gamification, all the findings obtained were discussed in a theoretical framework with the opportunities provided by digital design and a new design process model is proposed based on the main criteria of gamification. It is thought that the proposed model is innovative compared to traditional approaches in the architectural design process and will contribute to methods such as digital design and game-based learning, which are thought to become widespread in the near future.

References

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Mimarlık Eğitiminde Oyunlaştırmaya Dayalı Bir Tasarım Süreci Modeli Önerisi

Year 2023, Volume: 2 Issue: 1, 128 - 148, 01.02.2023

Abstract

Kavram olarak uzun yıllardır var oluşuna rağmen, terminolojide yer alması ve bir araştırma alanına dönüşmesi henüz yeni olan oyunlaştırma, kişilerin önceden belirlenmiş bir dizi kuralı takip ederek başarı-ödül sistemi çerçevesinde beraber çalışmayı teşvik edici ve ortaklaşa düşünmeyi geliştirici bir konsepttir. Bu araştırmanın amacı oyunlaştırma kavramını, mimari tasarım sürecine dâhil ederek yeni bir tasarım süreci modeli geliştirmektir. Çalışmada nitel araştırma yöntemlerinden içerik analizi yöntemi kullanılmıştır. Bu kapsamda mimari tasarım stüdyolarında güncel yaklaşımlar ve mimari tasarımda dijital yaklaşımlar üzerine analizler yapılmış ve oyunlaştırma kavramıyla ilişkilendirilmiştir. Bu analizler ve oyunlaştırma kavramının farklı kullanım alanlarının tespit edilmesiyle birlikte elde edilen tüm bulgular kuramsal bir çerçevede tartışılarak dijital tasarımın sağladığı olanaklarla oyunlaştırmanın temel kriterlerini baz alan yeni bir tasarım süreci modeli önerilmiştir. Önerilen modelin mimari tasarım sürecinde geleneksel yaklaşımlara göre yenilikçi olduğu ve gelecekte yaygınlaşacağı düşünülen dijital tasarım, oyun tabanlı öğrenme gibi metotlara katkı sağlayacağı düşünülmektedir.

References

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  • Álvaro-Tordesillas, A., Alonso-Rodríguez, M., Poza-Casado, I., & Galván-Desvaux, N. (2020). Gamification experience in the subject of descriptive geometry for architecture. Educacion XX1, 23(1), 373-408. https://doi.org/ 10.5944/educxx1.23591
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  • Cheng, V. W. S., Davenport, T., Johnson, D., Vella, K., & Hickie, I. B. (2019). Gamification in apps and technologies for improving mental health and well-being: Systematic review. JMIR Mental Health, 6(6), 1-15. https://doi.org/10.2196/13717
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  • Djabarouti, J., & O’Flaherty, C. (2019). Experiential learning with building craft in the architectural design studio: a pilot study exploring its implications for built heritage in the UK. Thinking Skills and Creativity, 32(April), 102-113. https://doi.org/10.1016/j.tsc.2019.05.003
  • Eisingerich, A. B., Marchand, A., Fritze, M. P., & Dong, L. (2019). Hook vs. hope: how to enhance customer engagement through gamification. International Journal of Research in Marketing, 36(2), 200-215. https://doi.org/10.1016/j.ijresmar.2019.02.003
  • Emam, M., Taha, D., & Elsayad, Z. (2019). Collaborative pedagogy in architectural design studio : a case study in applying collaborative design. Alexandria Engineering Journal, 58(1), 163-170. https://doi.org/10.1016/j.aej.2018.03.005
  • Eshaghi, S. (2022). The use of gamification to enrich the park experience for the visitors: Istanbul Atatürk urban forest park case study [Yüksek Lisans Tezi, İstanbul Teknik Üniversitesi].
  • Fonseca, D., Villagrasa, S., Navarro, I., Redondo, E., Valls, F., & Sánchez, A. (2017). Urban gamification in architecture education. Advances in Intelligent Systems and Computing, 571, 335-341. https://doi.org/10.1007/978-3-319-56541-5_34
  • Gros, B. (2007). Digital Games in Education: The design of games-based learning environments, Journal of Research on Technology in Education, 40(1), 23-38
  • Güneroğlu, N., & Bekar, M. (2020). Tasarım sürecinin bitkisel ve yapısal katman dâhilinde çözümlenmesi. Bartın Orman Fakültesi Dergisi, 22(1), 9-21. https://doi.org/10.24011/barofd.632743
  • Heidari, P. (2018). Questioning design tools in the early stage of architectural design process: Pen and paper vs. digital sketching [Doktora Tezi, Yıldız Teknik Üniversitesi].
  • Hsu, C. L., & Chen, M. C. (2018a). How does gamification improve user experience? An empirical investigation on the antecedences and consequences of user experience and its mediating role. Technological Forecasting and Social Change, 132(July 2018), 118-129. https://doi.org/10.1016/j.techfore.2018.01.023
  • Hsu, C. L., & Chen, M. C. (2018b). How gamification marketing activities motivate desirable consumer behaviors: focusing on the role of brand love. Computers in Human Behavior, 88(June), 121-133. https://doi.org/10.1016/j.chb.2018.06.037
  • Hsu, T. W., Tsai, M. H., Babu, S. V., Hsu, P. H., Chang, H. M., Lin, W. C., Chuang, J. H. (2020). Design and initial evaluation of a VR based immersive and interactive architectural design discussion system. IEEE Conference on Virtual Reality and 3D User Interfaces (VR), 363-371. https://doi.org/10.1109/VR46266.2020.00056
  • Hunicke, R., Leblanc, M., & Zubek, R. (2004). MDA: A formal approach to game design and game research. 19th National Conference of Artificial Intelligence.
  • Kapp, K. M. (2012). The gamification of learning and instruction: game-based methods and strategies for training and education. Pfeiffer, San Francisco.
  • Kelly, A. (2003). Decision making using game theory: an introduction for managers. Cambridge University Press, 204.
  • Kocabaş, O. (2021). Edebiyat ve video oyunlarında mekân bağlamında mimari ve anlatı ilişkisi [Yüksek Lisans Tezi, Eskişehir Teknik Üniversitesi].
  • Koçer Özgün, F. N. (2019). Inphimo: an augmented reality-based interface proposal for design process [Yüksek Lisans Tezi, İstanbul Teknik Üniversitesi].
  • Koivisto, J., & Hamari, J. (2019). The rise of motivational information systems: a review of gamification research. International Journal of Information Management, 45, 191-210. https://doi.org/10.1016/j.ijinfomgt.2018.10.013
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  • Marczewski, A. (2013). Gamification: A simple ıntroduction and a bit more. E-Book.
  • Majuri, J., Koivisto, J., & Hamari, J. (2018). Gamification of education and learning: a review of empirical literature. CEUR Workshop Proceedings, 2186(GamiFIN), 11-19.
  • Mohamed, K. E., & Özkan, S. T. E. (2018). Sustainable architectural design education: a pilot study in a 3rd year studio. The Academic Research Community Publication, 2(3), 126. https://doi.org/10.21625/archive.v2i3.354
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There are 66 citations in total.

Details

Primary Language Turkish
Subjects Architectural Design
Journal Section Research Articles
Authors

Tuna Torun 0000-0002-1607-1036

Elif Tatar 0000-0001-6586-9047

Publication Date February 1, 2023
Published in Issue Year 2023 Volume: 2 Issue: 1

Cite

APA Torun, T., & Tatar, E. (2023). Mimarlık Eğitiminde Oyunlaştırmaya Dayalı Bir Tasarım Süreci Modeli Önerisi. Bodrum Journal of Art and Design, 2(1), 128-148.