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Experiential Learning Through Gamification in Interior Architecture and Design

Received: 30 April 2024    Accepted: 27 May 2024    Published: 6 June 2024
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Abstract

Millennials and post-millennials demand alternative educational models, leading educators to adopt Experiential Learning (ExL) theory, which acknowledges ludicity in learning spaces. ExL is the subject of a growing body of research to date. Gamification is recognized to enhance student engagement and academic success. This research aims to investigate gamified activities tailored to Interior Architecture and Design (IAD) education. An exploratory approach is used to review the potential of gamification as a tool to achieve ExL contributing to students’ learning experience. A literature review lays a foundation for ExL theory and gamification. Pilot ExL-based gamified activities conducted on year 1 IAD students at Coventry University - Egypt, are documented using thick description based on participant observations, which inform the potential and drawbacks of each gamified activity. Thematic analysis is conducted to attain the research findings. The findings are reviewed by two methods, superimposing the pilot gamified activities collectively on the ExL cycle to confirm students interacted with the four modes of the cycle. Second is by assessing the activities according to their design considerations including educational, time-related, collaboration-setting, and operational considerations. Findings subsequently yield guidelines for educators supporting the design of gamified activities. This is to aid IAD educators in establishing ExL by infusing their curricula with gamified activities matching the educational expectations and needs of today’s students, without diverting from desired content. Results reveal that there is a direct correlation between the effective planning of a gamified activity following the derived design considerations and the completion of the ExL cycle.

Published in International Journal of Architecture, Arts and Applications (Volume 10, Issue 2)
DOI 10.11648/j.ijaaa.20241002.13
Page(s) 42-59
Creative Commons

This is an Open Access article, distributed under the terms of the Creative Commons Attribution 4.0 International License (http://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution and reproduction in any medium or format, provided the original work is properly cited.

Copyright

Copyright © The Author(s), 2024. Published by Science Publishing Group

Keywords

Interior Architecture Education, Interior Design Education, Experiential Learning, Gamification, Gamified Activities

References
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  • APA Style

    Mehelmy, D. E., Zeini, I. E. (2024). Experiential Learning Through Gamification in Interior Architecture and Design. International Journal of Architecture, Arts and Applications, 10(2), 42-59. https://doi.org/10.11648/j.ijaaa.20241002.13

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    ACS Style

    Mehelmy, D. E.; Zeini, I. E. Experiential Learning Through Gamification in Interior Architecture and Design. Int. J. Archit. Arts Appl. 2024, 10(2), 42-59. doi: 10.11648/j.ijaaa.20241002.13

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    AMA Style

    Mehelmy DE, Zeini IE. Experiential Learning Through Gamification in Interior Architecture and Design. Int J Archit Arts Appl. 2024;10(2):42-59. doi: 10.11648/j.ijaaa.20241002.13

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  • @article{10.11648/j.ijaaa.20241002.13,
      author = {Dina El Mehelmy and Ingy El Zeini},
      title = {Experiential Learning Through Gamification in Interior Architecture and Design
    },
      journal = {International Journal of Architecture, Arts and Applications},
      volume = {10},
      number = {2},
      pages = {42-59},
      doi = {10.11648/j.ijaaa.20241002.13},
      url = {https://doi.org/10.11648/j.ijaaa.20241002.13},
      eprint = {https://article.sciencepublishinggroup.com/pdf/10.11648.j.ijaaa.20241002.13},
      abstract = {Millennials and post-millennials demand alternative educational models, leading educators to adopt Experiential Learning (ExL) theory, which acknowledges ludicity in learning spaces. ExL is the subject of a growing body of research to date. Gamification is recognized to enhance student engagement and academic success. This research aims to investigate gamified activities tailored to Interior Architecture and Design (IAD) education. An exploratory approach is used to review the potential of gamification as a tool to achieve ExL contributing to students’ learning experience. A literature review lays a foundation for ExL theory and gamification. Pilot ExL-based gamified activities conducted on year 1 IAD students at Coventry University - Egypt, are documented using thick description based on participant observations, which inform the potential and drawbacks of each gamified activity. Thematic analysis is conducted to attain the research findings. The findings are reviewed by two methods, superimposing the pilot gamified activities collectively on the ExL cycle to confirm students interacted with the four modes of the cycle. Second is by assessing the activities according to their design considerations including educational, time-related, collaboration-setting, and operational considerations. Findings subsequently yield guidelines for educators supporting the design of gamified activities. This is to aid IAD educators in establishing ExL by infusing their curricula with gamified activities matching the educational expectations and needs of today’s students, without diverting from desired content. Results reveal that there is a direct correlation between the effective planning of a gamified activity following the derived design considerations and the completion of the ExL cycle.
    },
     year = {2024}
    }
    

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    AU  - Dina El Mehelmy
    AU  - Ingy El Zeini
    Y1  - 2024/06/06
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    AB  - Millennials and post-millennials demand alternative educational models, leading educators to adopt Experiential Learning (ExL) theory, which acknowledges ludicity in learning spaces. ExL is the subject of a growing body of research to date. Gamification is recognized to enhance student engagement and academic success. This research aims to investigate gamified activities tailored to Interior Architecture and Design (IAD) education. An exploratory approach is used to review the potential of gamification as a tool to achieve ExL contributing to students’ learning experience. A literature review lays a foundation for ExL theory and gamification. Pilot ExL-based gamified activities conducted on year 1 IAD students at Coventry University - Egypt, are documented using thick description based on participant observations, which inform the potential and drawbacks of each gamified activity. Thematic analysis is conducted to attain the research findings. The findings are reviewed by two methods, superimposing the pilot gamified activities collectively on the ExL cycle to confirm students interacted with the four modes of the cycle. Second is by assessing the activities according to their design considerations including educational, time-related, collaboration-setting, and operational considerations. Findings subsequently yield guidelines for educators supporting the design of gamified activities. This is to aid IAD educators in establishing ExL by infusing their curricula with gamified activities matching the educational expectations and needs of today’s students, without diverting from desired content. Results reveal that there is a direct correlation between the effective planning of a gamified activity following the derived design considerations and the completion of the ExL cycle.
    
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