Skip to main content

2023 | OriginalPaper | Buchkapitel

78. An Argument for Gamification of Pedagogy of Aesthetics in Indian Academics Set-Up

verfasst von : Sneha Maji, Jyoti Kumar

Erschienen in: Design in the Era of Industry 4.0, Volume 3

Verlag: Springer Nature Singapore

Aktivieren Sie unsere intelligente Suche, um passende Fachinhalte oder Patente zu finden.

search-config
loading …

Abstract

Art and aesthetics have been used to connect, express, and sometimes even heal. Aesthetic appreciation simultaneously involves both cognitive and affective processes. There have been cultural practices as well, especially in the Indian context that support the aesthetic celebration of rituals of life. However, the educational system has been largely bereft of this aspect of aesthetic celebration within academic set-ups like the way culture has done it. India’s New Education Policy 2020 argues the need for education to be immersive, holistic, integrated, and discovery-oriented. This paves way for the development of new pedagogical tools and methods towards this end. Gamification is one such pedagogical method that has the potential to engage students and improve their aesthetics education. This research presents a framework to implement gamification of design studio pedagogy and reports measures of the effectiveness of the framework using the Maslach Burnout Questionnaire. A significant difference in the effect of gamification was observed.

Sie haben noch keine Lizenz? Dann Informieren Sie sich jetzt über unsere Produkte:

Springer Professional "Wirtschaft+Technik"

Online-Abonnement

Mit Springer Professional "Wirtschaft+Technik" erhalten Sie Zugriff auf:

  • über 102.000 Bücher
  • über 537 Zeitschriften

aus folgenden Fachgebieten:

  • Automobil + Motoren
  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Elektrotechnik + Elektronik
  • Energie + Nachhaltigkeit
  • Finance + Banking
  • Management + Führung
  • Marketing + Vertrieb
  • Maschinenbau + Werkstoffe
  • Versicherung + Risiko

Jetzt Wissensvorsprung sichern!

Springer Professional "Technik"

Online-Abonnement

Mit Springer Professional "Technik" erhalten Sie Zugriff auf:

  • über 67.000 Bücher
  • über 390 Zeitschriften

aus folgenden Fachgebieten:

  • Automobil + Motoren
  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Elektrotechnik + Elektronik
  • Energie + Nachhaltigkeit
  • Maschinenbau + Werkstoffe




 

Jetzt Wissensvorsprung sichern!

Literatur
2.
Zurück zum Zitat Huizinga, J., Kegan, R., London, P., Boston, H.: Nomo ludens. Experience in definition of a game element in the culture. J. Prog.-Acad. 8, 278 (1922) Huizinga, J., Kegan, R., London, P., Boston, H.: Nomo ludens. Experience in definition of a game element in the culture. J. Prog.-Acad. 8, 278 (1922)
4.
Zurück zum Zitat Kapp, K.M.: The Gamification of Learning and Instruction: Game-Based Methods and Strategies for Training and Education. Wiley (2012) Kapp, K.M.: The Gamification of Learning and Instruction: Game-Based Methods and Strategies for Training and Education. Wiley (2012)
6.
Zurück zum Zitat Ghassan, A., Diels, C., Barrett, A.: Demonstration and evaluation in design: debating the use of the master-apprentice model in virtual learning environments. In: Proceedings of the 16th International Conference on Engineering and Product Design Education (E&PDE14), Design Education and Human Technology Relations, pp. 203–208 (2014) Ghassan, A., Diels, C., Barrett, A.: Demonstration and evaluation in design: debating the use of the master-apprentice model in virtual learning environments. In: Proceedings of the 16th International Conference on Engineering and Product Design Education (E&PDE14), Design Education and Human Technology Relations, pp. 203–208 (2014)
9.
Zurück zum Zitat Kumar, R., Gupta, V.K.: An introduction to cognitive constructivism in education. J. Indian Educ. 35(3) (2009). NCERT, New Delhi, India Kumar, R., Gupta, V.K.: An introduction to cognitive constructivism in education. J. Indian Educ. 35(3) (2009). NCERT, New Delhi, India
10.
Zurück zum Zitat Bhattacharjee, J.: Constructivist approach to learning—an effective approach of teaching learning. Res. J. Interdisc. Multidisc. Stud. (IRJIMS) Peer-Rev. Month. Res. J. ISSN (65), 2394–7969 (2015) Bhattacharjee, J.: Constructivist approach to learning—an effective approach of teaching learning. Res. J. Interdisc. Multidisc. Stud. (IRJIMS) Peer-Rev. Month. Res. J. ISSN (65), 2394–7969 (2015)
11.
Zurück zum Zitat Argyris, C., Schon, D.: Theory in Practice, pp. 6–7. Jossey-Bass Publishers, San Francisco (1974); Pitair, A.: Aspects of game-based learning. In: 3rd International Conference (2003) Argyris, C., Schon, D.: Theory in Practice, pp. 6–7. Jossey-Bass Publishers, San Francisco (1974); Pitair, A.: Aspects of game-based learning. In: 3rd International Conference (2003)
12.
Zurück zum Zitat Samsuddin, I.: Architectural education: peer culture in design studio and its relationship with designing interest. PhD. thesis, The University of Sheffield, Sheffield, UK (2008) Samsuddin, I.: Architectural education: peer culture in design studio and its relationship with designing interest. PhD. thesis, The University of Sheffield, Sheffield, UK (2008)
13.
Zurück zum Zitat Kuhn, S.: Learning from the architecture studio: implications for project-based pedagogy. Int. J. Eng. Educ. 17, 349–352 (2001) Kuhn, S.: Learning from the architecture studio: implications for project-based pedagogy. Int. J. Eng. Educ. 17, 349–352 (2001)
15.
Zurück zum Zitat Alaswad, Z.: A game-based design studio: an exploration of an interior design studio environment for implementing game-based learning (2017) Alaswad, Z.: A game-based design studio: an exploration of an interior design studio environment for implementing game-based learning (2017)
16.
Zurück zum Zitat Schön, D.: Toward a marriage of artistry and applied science in the architectural design studio. J. Archit. Edu. 41, 4–10 (1988) Schön, D.: Toward a marriage of artistry and applied science in the architectural design studio. J. Archit. Edu. 41, 4–10 (1988)
18.
Zurück zum Zitat Bandura, A.: Self-Efficacy: The Exercise of Control. Freeman, New York (1997) Bandura, A.: Self-Efficacy: The Exercise of Control. Freeman, New York (1997)
22.
Zurück zum Zitat Hackathorna, J., Solomon, E.D., Blankmeyer, K.L., Tennial, R.E., Garczynski, A.M.: Learning by doing: an empirical study of active teaching techniques. J. Effective Teach. 11(2), 20–54 (2011) Hackathorna, J., Solomon, E.D., Blankmeyer, K.L., Tennial, R.E., Garczynski, A.M.: Learning by doing: an empirical study of active teaching techniques. J. Effective Teach. 11(2), 20–54 (2011)
23.
Zurück zum Zitat Mayer, S.J.: Dewey’s dynamic integration of Vygotsky and Piaget. Educ. Cult. 24(2), 6–24 (2008)CrossRef Mayer, S.J.: Dewey’s dynamic integration of Vygotsky and Piaget. Educ. Cult. 24(2), 6–24 (2008)CrossRef
24.
Zurück zum Zitat Zichermann, G., Linder, J.: Game-Based Marketing: Inspire Customer Loyalty through Rewards, Challenges, and Contests. Wiley, Hoboken, NJ (2010) Zichermann, G., Linder, J.: Game-Based Marketing: Inspire Customer Loyalty through Rewards, Challenges, and Contests. Wiley, Hoboken, NJ (2010)
25.
Zurück zum Zitat Prensky, M.: Computer games and learning: digital game-based learning. In: Handbook of Computer Game Studies, vol. 18, pp. 97–122 (2005) Prensky, M.: Computer games and learning: digital game-based learning. In: Handbook of Computer Game Studies, vol. 18, pp. 97–122 (2005)
26.
Zurück zum Zitat Deterding, S., Dixon, D., Khaled, R., Nacke, L.: From game design elements to gamefulness: defining gamification. In: Proceedings of the 15th International Academic Mind Trek Conference: Envisioning Future Media Environments, MindTrek, vol. 11, pp. 9–15 (2011). https://doi.org/10.1145/2181037.2181040 Deterding, S., Dixon, D., Khaled, R., Nacke, L.: From game design elements to gamefulness: defining gamification. In: Proceedings of the 15th International Academic Mind Trek Conference: Envisioning Future Media Environments, MindTrek, vol. 11, pp. 9–15 (2011). https://​doi.​org/​10.​1145/​2181037.​2181040
27.
Zurück zum Zitat Khoo, A., Gentile, D.: Problem-based learning in the world of digital games. In: Tan, O.S., Hung, D. (eds.) Problem-Based Learning in E-learning Breakthroughs, pp. 97–129. Thomson Publishing, Singapore (2008) Khoo, A., Gentile, D.: Problem-based learning in the world of digital games. In: Tan, O.S., Hung, D. (eds.) Problem-Based Learning in E-learning Breakthroughs, pp. 97–129. Thomson Publishing, Singapore (2008)
28.
Zurück zum Zitat Koster, R.: Theory of Fun for Game Design, p. 97. O’Reilly Media, Inc., Newton, MA, USA (2013) Koster, R.: Theory of Fun for Game Design, p. 97. O’Reilly Media, Inc., Newton, MA, USA (2013)
30.
Zurück zum Zitat Iten, Ν, Petko, D.: Learning with serious games: is fun playing the game a predictor of learning success? Br. J. Edu. Technol. 47(1), 151–163 (2016)CrossRef Iten, Ν, Petko, D.: Learning with serious games: is fun playing the game a predictor of learning success? Br. J. Edu. Technol. 47(1), 151–163 (2016)CrossRef
32.
Zurück zum Zitat Spivak, G.C.: An Aesthetic Education in the Era of Globalisation. Harvard University Press (2013)CrossRef Spivak, G.C.: An Aesthetic Education in the Era of Globalisation. Harvard University Press (2013)CrossRef
33.
Zurück zum Zitat Lacey, S., Hagtvedt, H., Patrick, V.M., Anderson, A., Stilla, R., Deshpande, G., et al.: Art for reward’s sake: visual art recruits the ventral striatum. NeuroImage 55(1), 420–433 (2011) Lacey, S., Hagtvedt, H., Patrick, V.M., Anderson, A., Stilla, R., Deshpande, G., et al.: Art for reward’s sake: visual art recruits the ventral striatum. NeuroImage 55(1), 420–433 (2011)
35.
Zurück zum Zitat Koopman, C.: Art as fulfilment: on the justification of education in the arts. J. Philos. Educ. 39, 85–97 (2005)CrossRef Koopman, C.: Art as fulfilment: on the justification of education in the arts. J. Philos. Educ. 39, 85–97 (2005)CrossRef
Metadaten
Titel
An Argument for Gamification of Pedagogy of Aesthetics in Indian Academics Set-Up
verfasst von
Sneha Maji
Jyoti Kumar
Copyright-Jahr
2023
Verlag
Springer Nature Singapore
DOI
https://doi.org/10.1007/978-981-99-0428-0_78

    Marktübersichten

    Die im Laufe eines Jahres in der „adhäsion“ veröffentlichten Marktübersichten helfen Anwendern verschiedenster Branchen, sich einen gezielten Überblick über Lieferantenangebote zu verschaffen.