(Design) thinking out loud: adolescents’ design talk in a library makerspace tabletop game design camp
Purpose This paper aims to explore how making tabletop board games elicited adolescents’ design thinking during their participation in a summer game design camp at their local library. Design/methodology/approach This study leverages qualitative approaches to coding transcripts of participants’ talk...
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Veröffentlicht in: | Information and learning science 2021-09, Vol.122 (9/10), p.651-670 |
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creator | Kessner, Taylor M Parekh, Priyanka Aguliera, Earl Pérez Cortés, Luis E Tran, Kelly M Siyahhan, Sinem Gee, Elisabeth R |
description | Purpose
This paper aims to explore how making tabletop board games elicited adolescents’ design thinking during their participation in a summer game design camp at their local library.
Design/methodology/approach
This study leverages qualitative approaches to coding transcripts of participants’ talk. This study uses the design thinking framework from the Hasso-Plattner Institute of Design at Stanford University as provisional codes to identify and make sense of participants’ verbalized design activity.
Findings
This study found that the making context of designing tabletop board games elicited a high frequency of design talk in participants, evidenced by both quantitative and qualitative reports of the data. Additionally, participants in large measure obviated constraints on their design activity imposed by linear conceptions of the design thinking model this study introduces, instead of moving fluidly across design modes. Finally, participants’ prior experiences in both life and in regard to games significantly influenced their design study.
Originality/value
This study highlights the unique affordances of making-centric approaches to designing tabletop games in particular, such as participants’ quick and sustained engagement in the study of design. This study also highlights the need for conceptions of design thinking specific to designing games. |
doi_str_mv | 10.1108/ILS-08-2020-0185 |
format | Article |
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This paper aims to explore how making tabletop board games elicited adolescents’ design thinking during their participation in a summer game design camp at their local library.
Design/methodology/approach
This study leverages qualitative approaches to coding transcripts of participants’ talk. This study uses the design thinking framework from the Hasso-Plattner Institute of Design at Stanford University as provisional codes to identify and make sense of participants’ verbalized design activity.
Findings
This study found that the making context of designing tabletop board games elicited a high frequency of design talk in participants, evidenced by both quantitative and qualitative reports of the data. Additionally, participants in large measure obviated constraints on their design activity imposed by linear conceptions of the design thinking model this study introduces, instead of moving fluidly across design modes. Finally, participants’ prior experiences in both life and in regard to games significantly influenced their design study.
Originality/value
This study highlights the unique affordances of making-centric approaches to designing tabletop games in particular, such as participants’ quick and sustained engagement in the study of design. This study also highlights the need for conceptions of design thinking specific to designing games.</description><identifier>ISSN: 2398-5348</identifier><identifier>EISSN: 2398-5356</identifier><identifier>DOI: 10.1108/ILS-08-2020-0185</identifier><language>eng</language><publisher>West Yorkshire: Emerald Publishing Limited</publisher><subject>Adolescent Attitudes ; Adolescents ; Design ; Design thinking ; Designers ; Discourse Analysis ; Educational Games ; Games ; Informal Education ; Knowledge economy ; Learning ; Learning Processes ; Libraries ; Library Services ; Makerspaces ; Prior Learning ; Problem solving ; Shared Resources and Services ; STEM education ; Students ; Summer Programs ; Teachers ; Teaching Methods ; Thinking Skills ; Workshops</subject><ispartof>Information and learning science, 2021-09, Vol.122 (9/10), p.651-670</ispartof><rights>Emerald Publishing Limited</rights><rights>Emerald Publishing Limited.</rights><lds50>peer_reviewed</lds50><woscitedreferencessubscribed>false</woscitedreferencessubscribed><citedby>FETCH-LOGICAL-c333t-96fd6845623ed058b7c23bccbe78ec1e2d132e4b9c08f65bf3abaa97bcbaca0b3</citedby><cites>FETCH-LOGICAL-c333t-96fd6845623ed058b7c23bccbe78ec1e2d132e4b9c08f65bf3abaa97bcbaca0b3</cites></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><linktohtml>$$Uhttps://www.emerald.com/insight/content/doi/10.1108/ILS-08-2020-0185/full/html$$EHTML$$P50$$Gemerald$$H</linktohtml><link.rule.ids>314,776,780,961,11615,21675,27903,27904,52667,53222</link.rule.ids><backlink>$$Uhttp://eric.ed.gov/ERICWebPortal/detail?accno=EJ1361802$$DView record in ERIC$$Hfree_for_read</backlink></links><search><creatorcontrib>Kessner, Taylor M</creatorcontrib><creatorcontrib>Parekh, Priyanka</creatorcontrib><creatorcontrib>Aguliera, Earl</creatorcontrib><creatorcontrib>Pérez Cortés, Luis E</creatorcontrib><creatorcontrib>Tran, Kelly M</creatorcontrib><creatorcontrib>Siyahhan, Sinem</creatorcontrib><creatorcontrib>Gee, Elisabeth R</creatorcontrib><title>(Design) thinking out loud: adolescents’ design talk in a library makerspace tabletop game design camp</title><title>Information and learning science</title><description>Purpose
This paper aims to explore how making tabletop board games elicited adolescents’ design thinking during their participation in a summer game design camp at their local library.
Design/methodology/approach
This study leverages qualitative approaches to coding transcripts of participants’ talk. This study uses the design thinking framework from the Hasso-Plattner Institute of Design at Stanford University as provisional codes to identify and make sense of participants’ verbalized design activity.
Findings
This study found that the making context of designing tabletop board games elicited a high frequency of design talk in participants, evidenced by both quantitative and qualitative reports of the data. Additionally, participants in large measure obviated constraints on their design activity imposed by linear conceptions of the design thinking model this study introduces, instead of moving fluidly across design modes. Finally, participants’ prior experiences in both life and in regard to games significantly influenced their design study.
Originality/value
This study highlights the unique affordances of making-centric approaches to designing tabletop games in particular, such as participants’ quick and sustained engagement in the study of design. This study also highlights the need for conceptions of design thinking specific to designing games.</description><subject>Adolescent Attitudes</subject><subject>Adolescents</subject><subject>Design</subject><subject>Design thinking</subject><subject>Designers</subject><subject>Discourse Analysis</subject><subject>Educational Games</subject><subject>Games</subject><subject>Informal Education</subject><subject>Knowledge economy</subject><subject>Learning</subject><subject>Learning Processes</subject><subject>Libraries</subject><subject>Library Services</subject><subject>Makerspaces</subject><subject>Prior Learning</subject><subject>Problem solving</subject><subject>Shared Resources and Services</subject><subject>STEM education</subject><subject>Students</subject><subject>Summer Programs</subject><subject>Teachers</subject><subject>Teaching Methods</subject><subject>Thinking Skills</subject><subject>Workshops</subject><issn>2398-5348</issn><issn>2398-5356</issn><fulltext>true</fulltext><rsrctype>article</rsrctype><creationdate>2021</creationdate><recordtype>article</recordtype><sourceid>ABUWG</sourceid><sourceid>AFKRA</sourceid><sourceid>AZQEC</sourceid><sourceid>BENPR</sourceid><sourceid>CCPQU</sourceid><sourceid>DWQXO</sourceid><sourceid>GNUQQ</sourceid><sourceid>GUQSH</sourceid><sourceid>M2O</sourceid><recordid>eNptkT1PwzAQhi0EElXpzoJkiQWGUH8kscOGSoGiSgzAHNnOpU2bL-xkYONv8Pf4Jbi0VEJiupPe573TvYfQKSVXlBI5ns2fAyIDRhgJCJXRARownsgg4lF8uO9DeYxGzq0I8RxNeCIGaHlxC65Y1Je4Wxb1uqgXuOk7XDZ9do1V1pTgDNSd-_r4xNkPiTtVrnFRY4XLQltl33Gl1mBdqwx4UZfQNS1eqAp-HUZV7Qk6ylXpYLSrQ_R6N32ZPATzp_vZ5GYeGM55FyRxnsUyjGLGISOR1MIwro3RICQYCiyjnEGoE0NkHkc650orlQhttDKKaD5E59u5rW3eenBdump6W_uVKRNJGAoRCeIpsqWMbZyzkKetLSp_S0pJuok09ZGmvmwiTTeResvZ1gK2MHt8-kh5TCVhXh_v9AqsKrP_Jv55Ev8G2NqC7g</recordid><startdate>20210915</startdate><enddate>20210915</enddate><creator>Kessner, Taylor M</creator><creator>Parekh, Priyanka</creator><creator>Aguliera, Earl</creator><creator>Pérez Cortés, Luis E</creator><creator>Tran, Kelly M</creator><creator>Siyahhan, Sinem</creator><creator>Gee, Elisabeth R</creator><general>Emerald Publishing Limited</general><general>Emerald Group Publishing Limited</general><scope>7SW</scope><scope>BJH</scope><scope>BNH</scope><scope>BNI</scope><scope>BNJ</scope><scope>BNO</scope><scope>ERI</scope><scope>PET</scope><scope>REK</scope><scope>WWN</scope><scope>AAYXX</scope><scope>CITATION</scope><scope>0-V</scope><scope>0U~</scope><scope>1-H</scope><scope>7WY</scope><scope>7WZ</scope><scope>7XB</scope><scope>ABUWG</scope><scope>AFKRA</scope><scope>ALSLI</scope><scope>AZQEC</scope><scope>BENPR</scope><scope>BEZIV</scope><scope>CCPQU</scope><scope>CJNVE</scope><scope>CNYFK</scope><scope>DWQXO</scope><scope>E3H</scope><scope>F2A</scope><scope>F~G</scope><scope>GNUQQ</scope><scope>GUQSH</scope><scope>K6~</scope><scope>L.-</scope><scope>L.0</scope><scope>M0C</scope><scope>M0P</scope><scope>M1O</scope><scope>M2O</scope><scope>MBDVC</scope><scope>PADUT</scope><scope>PQBIZ</scope><scope>PQEDU</scope><scope>PQEST</scope><scope>PQQKQ</scope><scope>PQUKI</scope><scope>PYYUZ</scope><scope>Q9U</scope></search><sort><creationdate>20210915</creationdate><title>(Design) thinking out loud: adolescents’ design talk in a library makerspace tabletop game design camp</title><author>Kessner, Taylor M ; Parekh, Priyanka ; Aguliera, Earl ; Pérez Cortés, Luis E ; Tran, Kelly M ; Siyahhan, Sinem ; Gee, Elisabeth R</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-LOGICAL-c333t-96fd6845623ed058b7c23bccbe78ec1e2d132e4b9c08f65bf3abaa97bcbaca0b3</frbrgroupid><rsrctype>articles</rsrctype><prefilter>articles</prefilter><language>eng</language><creationdate>2021</creationdate><topic>Adolescent Attitudes</topic><topic>Adolescents</topic><topic>Design</topic><topic>Design thinking</topic><topic>Designers</topic><topic>Discourse Analysis</topic><topic>Educational Games</topic><topic>Games</topic><topic>Informal Education</topic><topic>Knowledge economy</topic><topic>Learning</topic><topic>Learning Processes</topic><topic>Libraries</topic><topic>Library Services</topic><topic>Makerspaces</topic><topic>Prior Learning</topic><topic>Problem solving</topic><topic>Shared Resources and Services</topic><topic>STEM education</topic><topic>Students</topic><topic>Summer Programs</topic><topic>Teachers</topic><topic>Teaching Methods</topic><topic>Thinking Skills</topic><topic>Workshops</topic><toplevel>peer_reviewed</toplevel><toplevel>online_resources</toplevel><creatorcontrib>Kessner, Taylor M</creatorcontrib><creatorcontrib>Parekh, Priyanka</creatorcontrib><creatorcontrib>Aguliera, Earl</creatorcontrib><creatorcontrib>Pérez Cortés, Luis E</creatorcontrib><creatorcontrib>Tran, Kelly M</creatorcontrib><creatorcontrib>Siyahhan, Sinem</creatorcontrib><creatorcontrib>Gee, Elisabeth R</creatorcontrib><collection>ERIC</collection><collection>ERIC (Ovid)</collection><collection>ERIC</collection><collection>ERIC</collection><collection>ERIC (Legacy Platform)</collection><collection>ERIC( SilverPlatter )</collection><collection>ERIC</collection><collection>ERIC PlusText (Legacy Platform)</collection><collection>Education Resources Information Center (ERIC)</collection><collection>ERIC</collection><collection>CrossRef</collection><collection>ProQuest Social Sciences Premium Collection</collection><collection>Global News & ABI/Inform Professional</collection><collection>Trade PRO</collection><collection>ABI/INFORM Collection</collection><collection>ABI/INFORM Global (PDF only)</collection><collection>ProQuest Central (purchase pre-March 2016)</collection><collection>ProQuest Central (Alumni Edition)</collection><collection>ProQuest Central UK/Ireland</collection><collection>Social Science Premium Collection</collection><collection>ProQuest Central Essentials</collection><collection>ProQuest Central</collection><collection>Business Premium Collection</collection><collection>ProQuest One Community College</collection><collection>Education Collection</collection><collection>Library & Information Science Collection</collection><collection>ProQuest Central Korea</collection><collection>Library & Information Sciences Abstracts (LISA)</collection><collection>Library & Information Science Abstracts (LISA)</collection><collection>ABI/INFORM Global (Corporate)</collection><collection>ProQuest Central Student</collection><collection>Research Library Prep</collection><collection>ProQuest Business Collection</collection><collection>ABI/INFORM Professional Advanced</collection><collection>ABI/INFORM Professional Standard</collection><collection>ABI/INFORM Global</collection><collection>Education Database</collection><collection>Library Science Database</collection><collection>Research Library</collection><collection>Research Library (Corporate)</collection><collection>Research Library China</collection><collection>ProQuest One Business</collection><collection>ProQuest One Education</collection><collection>ProQuest One Academic Eastern Edition (DO NOT USE)</collection><collection>ProQuest One Academic</collection><collection>ProQuest One Academic UKI Edition</collection><collection>ABI/INFORM Collection China</collection><collection>ProQuest Central Basic</collection><jtitle>Information and learning science</jtitle></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext</fulltext></delivery><addata><au>Kessner, Taylor M</au><au>Parekh, Priyanka</au><au>Aguliera, Earl</au><au>Pérez Cortés, Luis E</au><au>Tran, Kelly M</au><au>Siyahhan, Sinem</au><au>Gee, Elisabeth R</au><format>journal</format><genre>article</genre><ristype>JOUR</ristype><ericid>EJ1361802</ericid><atitle>(Design) thinking out loud: adolescents’ design talk in a library makerspace tabletop game design camp</atitle><jtitle>Information and learning science</jtitle><date>2021-09-15</date><risdate>2021</risdate><volume>122</volume><issue>9/10</issue><spage>651</spage><epage>670</epage><pages>651-670</pages><issn>2398-5348</issn><eissn>2398-5356</eissn><abstract>Purpose
This paper aims to explore how making tabletop board games elicited adolescents’ design thinking during their participation in a summer game design camp at their local library.
Design/methodology/approach
This study leverages qualitative approaches to coding transcripts of participants’ talk. This study uses the design thinking framework from the Hasso-Plattner Institute of Design at Stanford University as provisional codes to identify and make sense of participants’ verbalized design activity.
Findings
This study found that the making context of designing tabletop board games elicited a high frequency of design talk in participants, evidenced by both quantitative and qualitative reports of the data. Additionally, participants in large measure obviated constraints on their design activity imposed by linear conceptions of the design thinking model this study introduces, instead of moving fluidly across design modes. Finally, participants’ prior experiences in both life and in regard to games significantly influenced their design study.
Originality/value
This study highlights the unique affordances of making-centric approaches to designing tabletop games in particular, such as participants’ quick and sustained engagement in the study of design. This study also highlights the need for conceptions of design thinking specific to designing games.</abstract><cop>West Yorkshire</cop><pub>Emerald Publishing Limited</pub><doi>10.1108/ILS-08-2020-0185</doi><tpages>20</tpages></addata></record> |
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source | Emerald Journals; Standard: Emerald eJournal Premier Collection |
subjects | Adolescent Attitudes Adolescents Design Design thinking Designers Discourse Analysis Educational Games Games Informal Education Knowledge economy Learning Learning Processes Libraries Library Services Makerspaces Prior Learning Problem solving Shared Resources and Services STEM education Students Summer Programs Teachers Teaching Methods Thinking Skills Workshops |
title | (Design) thinking out loud: adolescents’ design talk in a library makerspace tabletop game design camp |
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