Silesian University of Technology (POLAND)
About this paper:
Appears in: EDULEARN16 Proceedings
Publication year: 2016
Pages: 4315-4324
ISBN: 978-84-608-8860-4
ISSN: 2340-1117
doi: 10.21125/edulearn.2016.2042
Conference name: 8th International Conference on Education and New Learning Technologies
Dates: 4-6 July, 2016
Location: Barcelona, Spain
In the 21st century the space of play has become an integral part of the architecture of public space objects, workplaces, educational and cultural places. It can be observed that a new architectural typology is being formed now in order to meet the social demands of the ludic age [J.E. Combs, E. Zimmerman]. This typology is inspired by the world of plays and games, which is even more enhanced by the development of their new forms [such as computer games]. At the same time, the research on creativity points out the importance of play being the source of innovation in artistic work and in educational processes. All this opens a new window on the designing techniques – from the angle of ludic culture.

This paper constitutes a summary of the research conducted by the author from 2011 to 2015 year at the Faculty of Architecture at the Silesian University of Technology in Gliwice. The research was concerned with the possibility of using play as a didactic and designing method in the process of educating future architects. Observations were carried out in the first year and the fifth year of studies in the subjects dealing with the designing of single-family houses and multi-functional commercial complexes – in the scope of architectural designs having a relatively small degree of complexity and a big degree of complexity. The course of the ‘play process’ was recorded in the form of designing diagrams as well as study models, both manual and computer ones.

The research aims to find an answer to the question of the significance of play, including the play using geometry, in the process of designing and teaching from the first play with an architectural form to modelling layouts of huge commercial complexes.

Competition, using coincidence, role playing, pretending, imitation, fooling around, experimenting, building and destroying – different forms of play – may become a method in search of the design idea and in the development of detailed architectural solutions. They enrich designing techniques and boost creativity. The world of plays and games may become the source of the search for the author's designing method as well as the inspiration for innovative ideas in architecture. Modelling of the body of an architectural object is a kind of a play with the form. The course of modelling, selection of a modelling method and material as well as a number of repetitions determine the shape and type of the future designing solution.

The research method used consisted in a multiply case study [R.K.Yin] as well as correlative and comparative analyses. Theoretical assumptions were formulated on the basis of the studies of literature concerning play as an integral ingredient of our culture. The author used theoretical basis created in the 20th century [J. Heuzinga, R. Callois, H.-G. Gadamer] as well as selected contemporary elaborations by specialists in the scope of the theory of culture, ludic ideology and creativity [J.E. Combs, M.Jaworski, E. Zimmermann, S. P. Walz, Q. Stevens, K. Robinson].
Architecture, didactics, education, game, ludic, play, typology.