Rethinking Experiential and Hands-On Learning in a Digital Space: A Game-based Design Education case study

Kristina Maria Madsen, Thessa Jensen

Publikation: Bidrag til bog/antologi/rapport/konference proceedingKonferenceartikel i proceedingForskningpeer review

Abstract

The experiential learning cycle by Kolb is used as a basic framework for connecting abstract concepts like creativity with the design thinking process in a digital online course environment. The students contemplated each step in the learning cycle at least twice in an onward learning spiral. We as teachers completed the cycle on a meta-level, beginning with the abstract conceptualization of the course materials, theories, and methods, and ending with writing this article. The design thinking process applies second-order learning, where the students utilize theories, methods, and actual experiences in the design of their prototype, the testing of which gives new actual experiences, which in turn are reflected upon and finally conceptualised in the concluding exam. Our findings show that despite the challenges of transferring a course from a physical setting to an online environment, teaching and learning, as well as group work are possible.
OriginalsprogEngelsk
TitelEuropean Academy of Design Conference 2021 : Safe Harbours
Publikationsdato2021
StatusUdgivet - 2021
BegivenhedEuropean Academy of Design Conference: Safe Harbours -
Varighed: 11 okt. 202116 okt. 2021
Konferencens nummer: 14
https://eadresearch.org

Konference

KonferenceEuropean Academy of Design Conference
Nummer14
Periode11/10/202116/10/2021
Internetadresse

Fingeraftryk

Dyk ned i forskningsemnerne om 'Rethinking Experiential and Hands-On Learning in a Digital Space: A Game-based Design Education case study'. Sammen danner de et unikt fingeraftryk.

Citationsformater