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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

Pages

204-207

Publisher

SAGE Publications, Inc.

Resource type

Research/Scholarly Media

Resource status/form

Published Text

Scholarship genre

Synthesis/Overview

Open access/full-text available

No

Peer reviewed

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

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