The taste for Dériving in Memory Hunt : The potentials of situatedness in game-based learning in the case of İzmir Kültürpark.

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Title: The taste for Dériving in Memory Hunt : The potentials of situatedness in game-based learning in the case of İzmir Kültürpark.
Authors: Yılmaz, Ahenk1 (AUTHOR) ahenk.yilmaz@yasar.edu.tr, Buldan, Ece1 (AUTHOR) ece.buldan@yasar.edu.tr
Source: Art, Design & Communication in Higher Education. Apr2025, Vol. 24 Issue 1, p53-75. 23p.
Subject Terms: *Gamification, *Built environment, Public spaces, Architecture students, Awareness, Collective memory
Abstract: This article focuses on the role of situatedness through the concept of dérive in game-based learning to increase one's awareness regarding the memory embedded in built environment. A newly designed game, Memory Hunt based on the system and rules of Treasure Hunt, is utilized with the aim of increasing the architecture students' awareness regarding the sites of memory in the case of İzmir Kültürpark. During the game, students detach from their existing pattern and begin to experience the space from a different perspective. The use of the dérive theory of the Situationist International provides a valuable framework for the study in analysing survey results of the students' changing memory of the selected site before and after the game. The results of the research indicate that the game not only enriches participants' perspectives on the chosen locations and increases their awareness regarding the collective memory of urban space, but also makes them create their unique psychogeographical maps. [ABSTRACT FROM AUTHOR]
Copyright of Art, Design & Communication in Higher Education is the property of Intellect Ltd. and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
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  Data: The taste for Dériving in Memory Hunt : The potentials of situatedness in game-based learning in the case of İzmir Kültürpark.
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  Data: <searchLink fieldCode="AR" term="%22Yılmaz%2C+Ahenk%22">Yılmaz, Ahenk</searchLink><relatesTo>1</relatesTo> (AUTHOR)<i> ahenk.yilmaz@yasar.edu.tr</i><br /><searchLink fieldCode="AR" term="%22Buldan%2C+Ece%22">Buldan, Ece</searchLink><relatesTo>1</relatesTo> (AUTHOR)<i> ece.buldan@yasar.edu.tr</i>
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  Data: <searchLink fieldCode="JN" term="%22Art%2C+Design+%26+Communication+in+Higher+Education%22">Art, Design & Communication in Higher Education</searchLink>. Apr2025, Vol. 24 Issue 1, p53-75. 23p.
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  Data: *<searchLink fieldCode="DE" term="%22Gamification%22">Gamification</searchLink><br />*<searchLink fieldCode="DE" term="%22Built+environment%22">Built environment</searchLink><br /><searchLink fieldCode="DE" term="%22Public+spaces%22">Public spaces</searchLink><br /><searchLink fieldCode="DE" term="%22Architecture+students%22">Architecture students</searchLink><br /><searchLink fieldCode="DE" term="%22Awareness%22">Awareness</searchLink><br /><searchLink fieldCode="DE" term="%22Collective+memory%22">Collective memory</searchLink>
– Name: Abstract
  Label: Abstract
  Group: Ab
  Data: This article focuses on the role of situatedness through the concept of dérive in game-based learning to increase one's awareness regarding the memory embedded in built environment. A newly designed game, Memory Hunt based on the system and rules of Treasure Hunt, is utilized with the aim of increasing the architecture students' awareness regarding the sites of memory in the case of İzmir Kültürpark. During the game, students detach from their existing pattern and begin to experience the space from a different perspective. The use of the dérive theory of the Situationist International provides a valuable framework for the study in analysing survey results of the students' changing memory of the selected site before and after the game. The results of the research indicate that the game not only enriches participants' perspectives on the chosen locations and increases their awareness regarding the collective memory of urban space, but also makes them create their unique psychogeographical maps. [ABSTRACT FROM AUTHOR]
– Name: AbstractSuppliedCopyright
  Label:
  Group: Ab
  Data: <i>Copyright of Art, Design & Communication in Higher Education is the property of Intellect Ltd. and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract.</i> (Copyright applies to all Abstracts.)
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        Value: 10.1386/adch_00112_1
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      – Code: eng
        Text: English
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        PageCount: 23
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      – SubjectFull: Gamification
        Type: general
      – SubjectFull: Built environment
        Type: general
      – SubjectFull: Public spaces
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      – SubjectFull: Architecture students
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      – SubjectFull: Awareness
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      – SubjectFull: Collective memory
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      – TitleFull: The taste for Dériving in Memory Hunt : The potentials of situatedness in game-based learning in the case of İzmir Kültürpark.
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              Text: Apr2025
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              Y: 2025
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