GAMIFICATION AS MEANS OF GETTING FROM e-LEARNING TO EXPERIENCE LEARNING IN ARCHITECTURE
GAMIFICATION AS MEANS OF GETTING FROM e-LEARNING TO EXPERIENCE LEARNING IN ARCHITECTURE
Author(s): Maria Duda, Raluca NICULAESubject(s): Education
Published by: Carol I National Defence University Publishing House
Keywords: Adapt2Jobs; gamification; e-Learning; experience learning
Summary/Abstract: The main objective of Adapt2Jobs project consists in analysing and adjusting the university curriculum, key competencies transmitted through teaching-learning experience, according to the needs of the labour market in constant motion. Targeting the field of architecture, the challenge is to determine how to translate employer’s perspective on desirable qualified workforce in terms of student’s abilities outlined by adapted or specifically tailored courses. Based on architecture curriculum analysis, in both national and international contexts and thorough interpretation of data gathered from student and employer-oriented questionnaires; some specific measures are being taken to improve the current learning experience for architecture students of "Spiru Haret" University’s, Faculty of Architecture. As virtual (synchronous and asynchronous) learning environments are increasingly used in the field of architectural education, the success of the educational process resides in calibrating the teaching methods as to better engage and motivate students to make the most of their learning experience. A delicate issue is to design a digital framework, supporting course’s topic that enhances student’s direct engagement and, in the same time, amplifies the learning process by developing new skills. Both courses developed by experts in the field of arts and architecture are benefitting from digital media for delivering theoretical content and tentatively explore the concept of gamification and rulebased design methodologies as means of improving the e-Learning context. This paper will discuss suitable game-thinking–mechanics and typologies translated into architectural parameters but following rule-based strategies, making use of rewards systems and experience levels and promoting healthy competition among students.
Journal: Conference proceedings of »eLearning and Software for Education« (eLSE)
- Issue Year: 11/2015
- Issue No: 02
- Page Range: 88-93
- Page Count: 6