Design Education and Learning

       

 

 

 

 

 

 

 

Card Games Creation as a Learning Method  

Birgit Bauer

HTW University of Applied Sciences, Berlin 

birgit.bauer@htw-berlin.de

Keywords: design education, design methodology, education

Abstract

This paper explains on the base of a case study how Communication Design students explore, classify and discuss theoretical knowledge by using design methods. We question how the setting and methodology and subject of the class influences motivation and learning outcomes. Based on the assumption that design degree students are mainly motivated when using visual and tactile skills, a course concept that uses design as a framework to learn information-seeking techniques was implemented to learn teach how to classify, organise and discuss information in a meaningful way. The specific procedure, the outcome and evaluation of the course demonstrate that the students’ motivation is positively influenced by this approach for a number of reasons, e.g. the autonomy of students solving a task, the attribution of time and the form of feedback and last but not least the competition for best design. The paper discusses the educational strategy and correlates the aspects of the case with measures of Keller’s Model of Motivational Instruction (2000). 

This paper is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International licence.

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Cite this paper: Bauer, B. (2016). Card Games Creation as a Learning Method. Proceedings of DRS 2016, Design Research Society 50th Anniversary Conference. Brighton, UK, 27–30 June 2016.

This paper will be presented at DRS2016, find it in the conference programme


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