首页> 外文会议>International Technology, Education and Development Conference >(637) EDUCATIONAL/CULTURAL HUB AND NEW CULTURE OF LEARNING - PLAY AND GAME-INSPIRED TYPOLOGY OF ARCHITECTURAL SOLUTIONS FOR CREATIVE LEARNING SPACES
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(637) EDUCATIONAL/CULTURAL HUB AND NEW CULTURE OF LEARNING - PLAY AND GAME-INSPIRED TYPOLOGY OF ARCHITECTURAL SOLUTIONS FOR CREATIVE LEARNING SPACES

机译:(637)教育/文化中心和学习新文化 - 创意学习空间的建筑解决方案的游戏和游戏启发类型

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The presented research is of a comparative character. It aims to show the dependence between the requirements of the educational process (understood holistically, i.e. including cultural perspective) and the spatial solutions of cultural places as well as sites of after-school and extramural education. House, factory, hub - the evolution of an architectural type of the centre of culture and informal education throughout the 20th century and the beginning of the 21st century reflects model changes in the social institution of culture. It also shows the alteration of perception of space serving the purpose of after-school and extramural education. Concepts of avant-garde solutions were based on the idea of the environment - the third teacher, with whom a 'dialogue' was possible [like in game structure]. This dialogue between the user and the surroundings supported the learning process. Architectural designers were inspired by teaching aids, starting from blocks, jigsaw puzzles and board games, through new media, to video and computer games. Their solutions met the requirements of subsequent growing generations and contemporary technical possibilities. Apart from functionally designed classroom-laboratories, there appeared forms of technologically advanced educational and cultural hubs in urban public space. Such hubs provide surroundings for modern educational processes by enabling participation in culture. Their architectural solutions are characterised by the following qualities: ? taking advantage of the location potential, in the scope of spatial and energy solutions as well as cultural context; ? blurring of traditionally formed boundaries; smooth transitions; ‘dematerialisation' of form - 'integrated' solutions combining elements which are traditionally treated as separate (public space - building, zone of a pre-entrance square and roof; zone outside the building - external wall - interior; individual storeys in a single-space interior, etc.); ? mixing of functions (spaces of work, education, play, participation in culture); ? capacity to offer various utility programmes, prediction of changes connected with the advance in the field of building engineering and IT technologies; ? application of smart solutions in buildings; involving the user; building an 'inter-active field' in which the user may dialogue with the surroundings (similarly to game structure). The research was based on numerous case studies. Observations were made from a point of view of an architect and an academic teacher of architecture.
机译:提出的研究是比较性质。它旨在展示教育过程的要求(全神经地理解,即包括文化视角)和文化场所的空间解决方案以及课外审查教育的空间解决方案。房屋,工厂,枢纽 - 在20世纪20世纪和21世纪初的文化和非正式教育中心的建筑类型的演变反映了社会文化制度的模式变化。它还展示了对课后和越来教育的空间感知的改变。前卫解决方案的概念是基于环境的想法 - 第三名老师,其中一个“对话”是可能的[比赛结构]。用户与周围环境之间的这种对话支持了学习过程。建筑设计师的灵感来自教学艾滋病,从街区,拼图和棋盘游戏,通过新媒体到视频和电脑游戏。他们的解决方案符合随后的日益增长的代和当代技术可能性的要求。除了功能设计的课堂实验室外,城市公共空间的技术先进的教育和文化枢纽出现了形式。这种枢纽通过促进文化参与文化为现代教育流程提供环境。他们的建筑解决方案的特点是以下品质:利用空间和能源解决方案范围以及文化背景的位置潜力;还传统形成边界的模糊;平滑过渡;形式的“综合”解决方案的“综合”解决方案组合元素,传统上被视为单独的元素(公共空间 - 建筑,预入口广场和屋顶区域;建筑物外的区域 - 外墙 - 内部;单个楼层空间内部等);还功能混合(工作空间,教育,发挥,文化参与);还提供各种公用事业计划的能力,预测与建筑工程和IT技术领域的进步相关的更改;还智能解决方案在建筑物中的应用;涉及用户;构建一个“活动领域”,其中用户可以与周围环境对话(类似于游戏结构)。该研究基于许多案例研究。从建筑师和建筑学学术教师的角度来观察。

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