502 Interior Design Copyright Goodheart-Willcox Co., Inc. the twenty-fi rst century and so are the learning spaces, Figure 14-18. Technologies used for learning are alter- ing the experiences and expectations of today’s student. Current technologies include interactive whiteboards Internet service and high-quality digital learning resources wireless networks and mobile devices, including the ability to access many of these from home electrical systems, seating requirements, and acoustics that support those who bring their own devices fl exible classroom space that easily accommodates different groupings To address student needs, the physical design of educational facilities is also changing. Due to the invest- ment of learning technologies and the need for more cost-effective space utilization, it is ever more impor- tant for decision-makers to keep up-to-date on new thinking about the design of technology-rich learning environments. For the designer, understanding the features that make learning experiences effective is important. The best interiors inspire students to learn, producing confi dent, adaptable, and capable independent learners. The design of physical learning spaces must embody the institution’s vision and strategy for learning and should be responsive, inclusive, and supportive of achieve- ment by all. An educational facility is a costly, long-term investment and resource. Because many projects utilize funds from taxpayers, budgets are generally tight and include a large number of people in the decision-making process. Materials must be durable, vandal-proof, easy to maintain, and cost-effective. The design of individual educational spaces should be fl exible and suitable for current and evolving learning strategies be creative to energize and inspire learners and tutors support development of potential in all learners motivate and promote the activity of learning support collaborative work between students include technology that is effective, updateable, and invisible to students and teachers Entrances Entering any school or college facility should generate a sense of excitement about and passion for learning. As the fi rst point of connection between the learning institution and its clients/students, the entrance sets the A B Figure 14-18 Supported by the Bill and Melinda Gates Foundation and AT&T, the design of the GameDesk Playmaker School is to engage students in learning through a playful problem-solving process (A). The classroom design and small class sizes in the animation department at Loyola Marymount University encourage a high degree of student-faculty interaction (B). Loyola Marymount University, School of Film & Television Animation Department, Los Angeles, CA/ Gensler Project Team: Charrisse Johnston, Nathan Kim, Peter Barsuk, Shawn Gehle/Photography: Ryan Gobuty, Gensler GameDesk Playmaker School, Santa Monica, CA/Gensler Project Team: Charrisse Johnston, David Herjeczki, Shawn Gehle, Ursula Marques/Photography: Ryan Gobuty, Gensler
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