A Case Study of Game-Based Learning in Interior Design Studios

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Zina Alaswad


The purpose of this paper is to understand perceptions of interior design students after using game-based learning (GBL) as an approach to address workload distribution, lack of clear assessment criteria, and deficiencies of the master-apprentice model during the process of solving several small-scale design problems along the course of a semester. A literature review of the instructional issues in design studios is presented along with an overview of the activity systems theory as an underpinning theoretical perspective. This research paper explains the research design behind the case study methodology used to perform data collection, analysis measures and organize coding schemes. Findings from the study conclude that GBL fits into the iterative and experimental nature of the design process, helps students focus on the design process through trial and error without a significant risk, changes the studio’s feedback structure, allows students to track their progress while having creative freedom. This paper provides empirical evidence supporting the existence of instructional issues in traditional design studios, provides considerations for using GBL to address these issues, and suggests directions for future research studies in fields of instructional technology, design pedagogy and higher education policy.

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How to Cite
ALASWAD, Zina. A Case Study of Game-Based Learning in Interior Design Studios. Design and Technology Education: an International Journal, [S.l.], v. 24, n. 3, p. 31-51, oct. 2019. ISSN 1360-1431. Available at: <https://ojs.lboro.ac.uk/DATE/article/view/2562>. Date accessed: 11 aug. 2020.