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dc.contributor.advisorTyner, Kathleen R.
dc.creatorWhitman, Hannah Michelle
dc.date.accessioned2017-11-27T18:29:35Z
dc.date.available2017-11-27T18:29:35Z
dc.date.created2017-05
dc.date.issued2017-06-22
dc.date.submittedMay 2017
dc.identifierdoi:10.15781/T2K931P3D
dc.identifier.urihttp://hdl.handle.net/2152/62787
dc.description.abstractThis 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.
dc.format.mimetypeapplication/pdf
dc.language.isoen
dc.subjectDesign learning
dc.subjectMaker culture
dc.subjectSTEAM
dc.titleEscape the room : exploring the infrastructures of design learning
dc.typeThesis
dc.date.updated2017-11-27T18:29:35Z
dc.contributor.committeeMemberPowell, Heidi C
dc.description.departmentRadio-Television-Film
thesis.degree.departmentRadio-Television-Film
thesis.degree.disciplineRadio-Television-Film
thesis.degree.grantorThe University of Texas at Austin
thesis.degree.levelMasters
thesis.degree.nameMaster of Arts
dc.type.materialtext


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