Escape the room : exploring the infrastructures of design learning
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This report uses trends in maker culture, STEAM learning, and constructivist pedagogies to analyze the infrastructures of design learning. The report applies these concepts towards understanding a project completed by six students in the Fieldwork Space in the Visual Arts Center at the University of Texas at Austin. The project, an installation initially inspired by, at once, “escape the rooms” and Pokémon Go, demonstrates the impact of alternative spacial and pedagogical infrastructures. Ultimately, the report emphasizes the value of community and sharing in the learning process.