The taste for Dériving in Memory Hunt: The potentials of situatedness in game-based learning in the case of İzmir Kültürpark

This article focuses on the role of situatedness through the concept of dérive in game-based learning to increase one’s awareness regarding the memory embedded in built environment. A newly designed game, Memory Hunt based on the system and rules of Treasure Hunt , is utilized with the aim of increasing the architecture students’ awareness regarding the sites of memory in the case of İzmir Kültürpark. During the game, students detach from their existing pattern and begin to experience the space from a different perspective. The use of the dérive theory of the Situationist International provides a valuable framework for the study in analysing survey results of the students’ changing memory of the selected site before and after the game. The results of the research indicate that the game not only enriches participants’ perspectives on the chosen locations and increases their awareness regarding the collective memory of urban space, but also makes them create their unique psychogeographical maps.

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Publication Details

Journal
Art Design & Communication in Higher Education
Published
2025-04-01
DOI
https://doi.org/10.1386/adch_00112_1
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
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article

The taste for Dériving in Memory Hunt: The potentials of situatedness in game-based learning in the case of İzmir Kültürpark

Ahenk Yılmaz, Ece Buldan
Art Design & Communication in Higher Education
Educational Games and Gamification
article

The taste for Dériving in Memory Hunt: The potentials of situatedness in game-based learning in the case of İzmir Kültürpark

Ahenk Yılmaz, Ece Buldan
article en

Abstract

This article focuses on the role of situatedness through the concept of dérive in game-based learning to increase one’s awareness regarding the memory embedded in built environment. A newly designed game, Memory Hunt based on the system and rules of Treasure Hunt , is utilized with the aim of increasing the architecture students’ awareness regarding the sites of memory in the case of İzmir Kültürpark. During the game, students detach from their existing pattern and begin to experience the space from a different perspective. The use of the dérive theory of the Situationist International provides a valuable framework for the study in analysing survey results of the students’ changing memory of the selected site before and after the game. The results of the research indicate that the game not only enriches participants’ perspectives on the chosen locations and increases their awareness regarding the collective memory of urban space, but also makes them create their unique psychogeographical maps.

Art Design & Communication in Higher EducationVol. 24(1)
Yaşar University (TR)
Openalex Percentile: Top 90%
Educational Games and Gamification
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