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The focus of this study is to examine the possibility of applying Digital Game-Based Learning (DGBL) to improve design education at the university level. How might design faculty use game play, with defined learning outcomes in a multiplayer game, to improve the collaboration and critical thinking of first-year design students? Via a systematic literature review and surveys, this research project combines pedagogy and technology to address the current first-year design students' lack of these crucial skills. The literature review will focus on the benefits of DGBL for course design. The surveys, sent to design faculty and students in higher education and design practitioners in the workplace, will focus on building target competencies in first year design courses to bridge the gap between educational practices and employer needs. The findings of this research will be used to develop a DGBL experience for first-year design students which will enhance their collaborative and critical skills.
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Guy-Serge Emmanuel (2021) studied this question.
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