Understanding design skills of the Generation Y: An exploration through the VR-KiDS project

As university instructors prepare to teach the current generation (Generation Y), a dire need exists to continue learning and acquiring effective tools in teaching design to reach a different generation, since most instructors grew up in the Baby Boomer Generation and the Generation X cultures. The...

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Published in:Design studies Vol. 32; no. 2; pp. 180 - 209
Main Authors: D’Souza, Newton, Yoon, So-Yeon, Islam, Zahidul
Format: Journal Article
Language:English
Published: Elsevier Ltd 01-03-2011
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Abstract As university instructors prepare to teach the current generation (Generation Y), a dire need exists to continue learning and acquiring effective tools in teaching design to reach a different generation, since most instructors grew up in the Baby Boomer Generation and the Generation X cultures. The Virtual Reality for Kids interested in Design Studies (VR-KiDS) project is an exploratory study to understand design skills of Generation Y within a digital environment, specifically virtual reality. Using the Second Life interface and the multiple intelligence frame work students between the ages of 11 and 16 participated in the design of a virtual zoo. The project outlines the conception, application and evaluation of design skills within this interface.
AbstractList As university instructors prepare to teach the current generation (Generation Y), a dire need exists to continue learning and acquiring effective tools in teaching design to reach a different generation, since most instructors grew up in the Baby Boomer Generation and the Generation X cultures. The Virtual Reality for Kids interested in Design Studies (VR-KiDS) project is an exploratory study to understand design skills of Generation Y within a digital environment, specifically virtual reality. Using the Second Life interface and the multiple intelligence frame work students between the ages of 11 and 16 participated in the design of a virtual zoo. The project outlines the conception, application and evaluation of design skills within this interface. (Author abstract)
As university instructors prepare to teach the current generation (Generation Y), a dire need exists to continue learning and acquiring effective tools in teaching design to reach a different generation, since most instructors grew up in the Baby Boomer Generation and the Generation X cultures. The Virtual Reality for Kids interested in Design Studies (VR-KiDS) project is an exploratory study to understand design skills of Generation Y within a digital environment, specifically virtual reality. Using the Second Life interface and the multiple intelligence frame work students between the ages of 11 and 16 participated in the design of a virtual zoo. The project outlines the conception, application and evaluation of design skills within this interface.
Author D’Souza, Newton
Islam, Zahidul
Yoon, So-Yeon
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Snippet As university instructors prepare to teach the current generation (Generation Y), a dire need exists to continue learning and acquiring effective tools in...
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SubjectTerms architectural design
design cognition
design process
learning skills
virtual reality
Title Understanding design skills of the Generation Y: An exploration through the VR-KiDS project
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Volume 32
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