Document Type
Article
Journal/Book Title/Conference
Journal of Digital Landscape Architecture
Publisher
Wichmann Verlag im VDE Verlag GmbH
Publication Date
1-1-2015
First Page
354
Last Page
361
Creative Commons License
This work is licensed under a Creative Commons Attribution-No Derivative Works 4.0 License.
Abstract
The human brain is wired for spatial thinking (GERSMEHL & GERSMEHL 2007), and research has demonstrated that spatial visualization abilities can be improved through education (SORBY & BAARTMANS 2000). This paper describes the uses of cutting edge technology and games to grow spatial thinking, improve spatial design, and solidify landscape planning concepts within the classroom. Specifically, this paper discusses how SimCity 2013, ESRI CityEngine and the Oculus Rift were embedded within a graduate level landscape planning course to see if it improved students understanding of spatial concepts and interest in using related new technologies. While the paper provides a narrative of the experience, some interesting results from student evaluations were discovered. Primarily, that they thoroughly enjoyed using SimCity, that CityEngine was not quite as fun, but that students wanted to spend more time using the technology.
Recommended Citation
Chamberlain, B., (2015). Crash Course or Course Crash: Gaming, VR and a Pedagogical Approach: Peer Reviewed Proceedings Digital Landscape Architecture 2015. Digital Landscape Architecture2015, 354-361.Chamberlain, B., (2015). Crash Course or Course Crash: Gaming, VR and a Pedagogical Approach: Peer Reviewed Proceedings Digital Landscape Architecture 2015. Digital Landscape Architecture2015, 354-361.
Comments
Brent Chamberlain was at Kansas State University during the time of this research.