Research Article

A Case Study on Online Design Workshop Experience: Gamification and Space

Volume: 4 Number: spi 2 October 3, 2022
EN

A Case Study on Online Design Workshop Experience: Gamification and Space

Abstract

Design 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.

Keywords

Supporting Institution

Işık University

Thanks

The authors would like to thank all instructors and all participants of the Gamification and Space Workshop.

References

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  7. Kapp, K. M. (2012). The gamification of learning and instruction: Game-based methods and strategies for training and education. Pfeiffer Wiley, San Francisco.
  8. Kilic, S. and Arabacıoğlu, B. C. (2021). Lisans Düzeyinde Uzaktan Eğitim ile Gerçekleştirilen Çalıştay: Temel Tasarım Dersinde Örüntüye Dayalı Parametrik Model Kullanımı. Modular Journal, 4(2), 131-151.

Details

Primary Language

English

Subjects

Other Fields of Education, Architecture

Journal Section

Research Article

Publication Date

October 3, 2022

Submission Date

July 31, 2022

Acceptance Date

September 7, 2022

Published in Issue

Year 2022 Volume: 4 Number: spi 2

APA
Karadağ, D., Gülbahar, S., & Ozar, B. (2022). A Case Study on Online Design Workshop Experience: Gamification and Space. Journal of Design Studio, 4(spi 2), 51-63. https://doi.org/10.46474/jds.1151774
AMA
1.Karadağ D, Gülbahar S, Ozar B. A Case Study on Online Design Workshop Experience: Gamification and Space. JDS. 2022;4(spi 2):51-63. doi:10.46474/jds.1151774
Chicago
Karadağ, Derya, Simge Gülbahar, and Betül Ozar. 2022. “A Case Study on Online Design Workshop Experience: Gamification and Space”. Journal of Design Studio 4 (spi 2): 51-63. https://doi.org/10.46474/jds.1151774.
EndNote
Karadağ D, Gülbahar S, Ozar B (October 1, 2022) A Case Study on Online Design Workshop Experience: Gamification and Space. Journal of Design Studio 4 spi 2 51–63.
IEEE
[1]D. Karadağ, S. Gülbahar, and B. Ozar, “A Case Study on Online Design Workshop Experience: Gamification and Space”, JDS, vol. 4, no. spi 2, pp. 51–63, Oct. 2022, doi: 10.46474/jds.1151774.
ISNAD
Karadağ, Derya - Gülbahar, Simge - Ozar, Betül. “A Case Study on Online Design Workshop Experience: Gamification and Space”. Journal of Design Studio 4/spi 2 (October 1, 2022): 51-63. https://doi.org/10.46474/jds.1151774.
JAMA
1.Karadağ D, Gülbahar S, Ozar B. A Case Study on Online Design Workshop Experience: Gamification and Space. JDS. 2022;4:51–63.
MLA
Karadağ, Derya, et al. “A Case Study on Online Design Workshop Experience: Gamification and Space”. Journal of Design Studio, vol. 4, no. spi 2, Oct. 2022, pp. 51-63, doi:10.46474/jds.1151774.
Vancouver
1.Derya Karadağ, Simge Gülbahar, Betül Ozar. A Case Study on Online Design Workshop Experience: Gamification and Space. JDS. 2022 Oct. 1;4(spi 2):51-63. doi:10.46474/jds.1151774

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