Through the evolution of human life, the changes that happen in all fields, such as transportation, industry, communication, etc., are recognized, however the classroom and its education facilities are still as they have been for a long time, based on the concept of transforming information or knowledge from the mind of the instructor to the minds of students. Students, as a new generation, have evolving skills in dealing with digital technologies, having begun the process in their childhood; therefore, they cannot be educated via conventional methods. This study introduces digital gaming in education as a new, futuristic learning technique to be used in architectural education to attract students to learn, based on the common ground between the processes of designing and playing games, from exploring possibilities under certain constraints to emphasizing decision-making and activity-based collaborations. The research has originated from the lack of studies regarding this subject, especially in the architectural field, aiming to introduce a theoretical approach to investigating the use of digital game-based learning (DGBL) in architectural education as an integration between real and virtual educational environments particularly through the virtual worlds based on the ’Second Life’- digital platform. This study is significant in terms of making design learning fun and constructive, reaching new possibilities in architectural design.
Architectural education; Digital game-based learning; Gamification; Serious games; Second Life
Architecture | Arts and Humanities | Education | Engineering
Elsamahy, Eslam Mohamed
"An Investigation into using Digital Games-Based Learning in Architecture Education,"
Architecture and Planning Journal (APJ): Vol. 23:
3, Article 3.