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Gee, James Paul – Educational Technology, 2017
This article discusses video games as "attractors" to "affinity spaces." It argues that affinity spaces are key sites today where people teach and learn 21st Century skills. While affinity spaces are proliferating on the Internet as interest-and-passion-driven sites devoted to a common set of endeavors, they are not new, just…
Descriptors: Video Games, Informal Education, Educational Environment, Space Utilization
Dousay, Tonia A. – Educational Technology, 2017
Many resources now punctuate the maker movement landscape. However, some schools and communities still struggle to understand this burgeoning movement. How do we define these spaces and differentiate them from previous labs and shops? Through a multidimensional framework, stakeholders should consider how the structure, access, staffing, and tools…
Descriptors: Educational Facilities Design, Educational Change, Advocacy, Blended Learning
Brown, Ryan A.; Antink-Meyer, Allison – Educational Technology, 2017
The maker movement, with its focus on-hands on learning through creating with familiar materials, has seen growth in both formal and informal learning spaces. This article examines three informal learning spaces that have redesigned their space (or a portion of it) to accommodate several tenets of the maker movement and in various ways have become…
Descriptors: Informal Education, Design Preferences, Educational Environment, Museums
Stansberry, Susan L. – Educational Technology, 2016
This design case (Boling, 2010) includes the challenges, considerations, and decisions associated with the design and development of a learning space/place (Dourish, 2006; Harrison & Dourish, 1996) focused on innovative, creative, and imaginative ways to transform teaching and learning with technology. The T.E.C.H. Playground in the College of…
Descriptors: Educational Facilities Design, Educational Environment, Educational Change, Innovation