Documente Academic
Documente Profesional
Documente Cultură
Bajo, Lieamae
I. INTRODUCTION
The educational experience in the 21st Century has greatly developed from its
contemporary education. Kolb believes that learning is a process consisting of four phases:
experience, reflection, conceptualization and application. The process is repetitive and involves
reaching a solution through constant experimentation learning by trial and error. By fostering
the process of experiential learning through stimulative architecture, students and teachers alike
gain a better educational experience, benefiting the schools and institutions in which productivity
is positively channeled.
One of the more notable projects in Architectural Education that incorporates Experiential
Learning is the Copernicus Science Centre in Warsaw, Poland. A group of fourth-year students
from the Faculty of Architecture of the Warsaw University of Technology designed a set of
interactive installations to the Science Centre. Incorporating real-size physical models in their
design to test the correct functioning of mechanisms and verify the repeatability of the expected
phenomena, the project proved that experiential learning can be a valuable addition to the
advantage of this method is the opportunity to operate in a real project environment with actual
The main obstacles to popularizing Experiential learning is the high cost and lengthy
execution process. Combined with the natural limitations of Kolb's method (no theoretical
instruction or self-learning, which are two integral elements of higher education), they make
implementing the method on a wider scale in Archtiectural Education rather impracticable. With
fields such as Architecture, true experiential learning starts after graduation. Despite this,
Experiential Learning still proves to be highly beneficial. Giving the students a preemptive look
into the industry in which they are studying for, as proven by the case of the Copernicus Science
Centre, significantly increases the quality of education that students receive in the field of
Architecture.
Since Saint Louis University (SLU) in particular has adopted the Outcomes-Based
Educational (OBE) framework in their educational system, we believe that Experiential Design's
self-sufficient nature with regards to learning is a viable implementation that can yield positive
in SLU's design school building can potentially put it on par with international schools for art
and design.
Outcomes-Based Education, and Institutional Sustainability Assessment, OBE shifts the attention
to the students, making them the center of all educational planning. It follows that the
institution's architecture in itself has a role to play in the quality of education that students
receive during their tenure of study in higher education. Our paper aims to further examine the
EXPERIENTIAL ARCHITECTURE IN ACADEMIC APPLICATIONS 4
effects of psychological and sensory architecture in the educational experience of Art and Design
investment for a university that may not coincide with regular academic architecture norms, this
design approach is not typically applied. Most institutions lack sufficient knowledge of
Experiential Design and its potential to increase the quality of education, especially in the field
of art and design. This design approach can be mistaken for a high risk and quickly passing
architectural trend. By divulging data on the effects of Experiential Design on the faculty and
students studying in design schools that apply the principles of experiential learning in
conjunction with stimulative architecture, we can provide an insightful eye opener to Higher
Education Institutions (HEI) in the Philippines. This paper aims to provide a solid justification to
the fact that Experiential Design is beneficial to students' learning experience, in that it improves
III. OBJECTIVES
The main objective of this research is to understand and harness the potential use of
immersive environments for the design of architectural spatial experiences. In particular our
EXPERIENTIAL ARCHITECTURE IN ACADEMIC APPLICATIONS 5
several disciplines, such as military training, training of surgical skills, games, and architecture.
Because of the cost and technical complexity, the use of Experiential Design in educational
environments has been largely limited and is seldom used as a tool in the design process in either
particularly applicable techniques and their effects on academic atmospheres, by basing on the
2. To review current local industry practices and researches in regards to Experiential Design
based on case studies outlined from existing buildings that employ them.
3. To outline a Conceptual Framework that can benefit Architects who wish to apply Experiential
4. To establish the benefits of Experiential Design in the context of the regular practice of
architecture, as well as its positive effects on both faculty and students, through concrete theories
The result of this study will be valuable to the industry practitioners as well as related
individuals such as professors and students, in developing better practice and tools for
experiential learning.
Does it positively stimulate the sensory perception of a learner when Experiential Design
How does the faculty contribute to the process of experiential learning, and, to an extent,
Institution (HEI)?
What are the factors to consider when applying Experiential Design, and how are the
V. REFERENCES
Simulation. Experiential Simulation: The Sensory Perception of the Built Environment. Delft
University Press.
EXPERIENTIAL ARCHITECTURE IN ACADEMIC APPLICATIONS 7
Clarke, A. (2012). Spatial Experience Narrative and Architecture. Sydney: Byera Hadley
Scholarship Foundation.
Etemadi, M., Kia, K. (2005). Environmental Psychology and School Space Designing.
Bauhaus University.
Interactive Scientific Displays for the Copernicus Science Centre. Warsaw, Poland: Warsaw
Price, F. W. (1997). Experiential Architecture: A Thesis in Architecture. Texas, USA: Texas Tech