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Gutenschwager, Gerald – Journal of Architectural Education, 1979
Discusses the problem of establishing gaming as a legitimate educational form by locating it within a larger theoretical scheme pertaining to what might be called the sociology of knowledge and by postulating how it ought to affect players as a learning experience. (MLW)
Descriptors: Adult Education, Architectural Education, Communication (Thought Transfer), Conflict Resolution
Sanoff, Henry – Journal of Architectural Education, 1979
Gaming, an approach to problem solving that engages a real life situation, is a technique particularly appealing for design students because it permits learning about the process of change in a dynamic environment requiring periodic decisions. Two games about consensus decisions are discussed: KEEPS and Senior Center Game. (MLW)
Descriptors: Architectural Education, Community Involvement, Cooperative Planning, Decision Making
Hasell, Jo – Journal of Architectural Education, 1979
Because of the complexity of large-scale projects, teams of experts have become the new designers of the built environment, with clients, decision makers, and buildings' users demanding inclusion in these teams. The Grand Frame Game is described as a technique for including people in decision making. (MLW)
Descriptors: Architectural Education, Architecture, Communication (Thought Transfer), Community Involvement
Lewis, David – Journal of Architectural Education, 1979
Architecture as social action is discussed with the challenge being to find ways to make skills sensitive and responsive to local contexts and permit architecture to assume its appropriate form. Some techniques discussed are: storefront offices, architectural clinics, planning councils, mapping and gaming. (MLW)
Descriptors: Architects, Architectural Education, Architecture, Cartography
May, Hayden Barkley – Journal of Architectural Education, 1979
Gaming-simulation in professional practice, education, and research is discussed. Simulation assists in exploring and resolving incongruent values and interests of clients, users, and architects; conveys complex interactive systems students are trying to understand; and elicits responses to alternative actions and contributes to theory development…
Descriptors: Architectural Education, Architecture, Community Planning, Conflict Resolution
Green, Cedric – Journal of Architectural Education, 1979
Design is described as a social process and a game. Games provide an experience and environment in which aspects of design skill may be learned. Self-expression (involving no one else) and design (product must satisfy requirements imposed by others) are contrasted. Games described: JOIN, GAMBIT, URBISM, SPIEL, etc. (MLW)
Descriptors: Architectural Education, Communication (Thought Transfer), Conflict Resolution, Cooperative Planning
Summers, Luis H. – Journal of Architectural Education, 1979
Operational gaming techniques that are permeating the architectural profession are used to: elicit user needs, represent architectural realities in the classroom, understand the rationale behind complex design decisions, and model decision environments at many levels with coarse or refined data. (MLW)
Descriptors: Architectural Education, Architectural Research, Architecture, Construction (Process)
Bonta, Juan Pablo – Journal of Architectural Education, 1979
Playing simulation games is seen as having obvious educational value with players learning through personal involvement. Several games are described, including Communication Networks, Heating and Air-Conditioning (HAC), Construction Management Game, Semiotics, Awards, Blocks, Would You Like to Be an Architect?, POLIGRIP, and PASS. (MLW)
Descriptors: Air Conditioning, Architects, Architectural Education, Building Design