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).
Keywords
design education, design methodology, education
DOI
https://doi.org/10.21606/drs.2016.358
Citation
Bauer, B. (2016) Card Games Creation as a Learning Method, in Lloyd, P. and Bohemia, E. (eds.), Future Focused Thinking - DRS International Conference 2016, 27 - 30 June, Brighton, United Kingdom. https://doi.org/10.21606/drs.2016.358
Creative Commons License
This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License
Card Games Creation as a Learning Method
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).