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
- Sheridan, Kimberly M.
- Date
- In publication
- The SAGE Encyclopedia of Out-of-School Learning
- Editor
- Peppler, Kylie
- Pages
- 204-207
- Publisher
- SAGE Publications, Inc.
- Resource type
- en Research/Scholarly Media
- Resource status/form
- en Published Text
- Scholarship genre
- en Synthesis/Overview
- 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
- Cited in
- Design Thinking and the Learning Sciences: Theoretical, Practical, and Empirical Perspectives
- Number of volumes
- 2
- Place
- Thousand Oaks,
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