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 |
Interior Architecture Education, Interior Design Education, Experiential Learning, Gamification, Gamified Activities
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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
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
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
@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} }
TY - JOUR T1 - Experiential Learning Through Gamification in Interior Architecture and Design AU - Dina El Mehelmy AU - Ingy El Zeini Y1 - 2024/06/06 PY - 2024 N1 - https://doi.org/10.11648/j.ijaaa.20241002.13 DO - 10.11648/j.ijaaa.20241002.13 T2 - International Journal of Architecture, Arts and Applications JF - International Journal of Architecture, Arts and Applications JO - International Journal of Architecture, Arts and Applications SP - 42 EP - 59 PB - Science Publishing Group SN - 2472-1131 UR - https://doi.org/10.11648/j.ijaaa.20241002.13 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. VL - 10 IS - 2 ER -