Skip to main content

Design and Out-of-School Learning

Item

Title
Design and Out-of-School Learning
Abstract/Description
The design process is suited to a wide range of learning environments and contexts, and designing is a fundamental process in many spheres of life. Learners can design physical objects such as flashlights, tapestries, or underwater robots; digital creations such as websites, interactive games, videos, or logos; spaces such as tree houses, living rooms, or parks; or more abstract processes and organizations, such as a business plan, a research study, or a strategy for political activism. Regardless of design media or content, there are some standard components of the design process—finding a problem, brainstorming ideas, trying out ideas, getting feedback, and revising.
Author/creator
Date
2017
In publication
The SAGE Encyclopedia of Out-of-School Learning
Editor
Peppler, Kylie
Pages
204-207
Publisher
SAGE Publications, Inc.
Resource type
en
Resource status/form
en
Scholarship genre
en
Open access/full-text available
en No
Peer reviewed
en No
Citation
Sheridan, K. M. (2017). Design and Out-of-School Learning. In K. Peppler (Ed.), The SAGE Encyclopedia of Out-of-School Learning (Vol. 1–2, pp. 204–207). SAGE Publications, Inc. https://doi.org/10.4135/9781483385198
Number of volumes
2
Place
Thousand Oaks,

Export

Comments

No comment yet! Be the first to add one!

I agree with terms of use and I accept to free my contribution under the licence CC BY-SA.

New Tags

I agree with terms of use and I accept to free my contribution under the licence CC BY-SA.