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

Kristina Maria Madsen, Thessa Jensen

Research output: Contribution to book/anthology/report/conference proceedingArticle in proceedingResearchpeer-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.
Original languageEnglish
Title of host publicationEuropean Academy of Design Conference 2021 : Safe Harbours
Publication date2021
Publication statusPublished - 2021
EventEuropean Academy of Design Conference: Safe Harbours -
Duration: 11 Oct 202116 Oct 2021
Conference number: 14
https://eadresearch.org

Conference

ConferenceEuropean Academy of Design Conference
Number14
Period11/10/202116/10/2021
Internet address

Keywords

  • Experiential learning
  • Design Thinking
  • creativity
  • Virtual learning spaces
  • Digital tools

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