Cheryan, S.et al. (2014). Designing Classrooms to Maximize Student Achievement. Policy Insights from the Behavioral and Brain Sciences. Vol.1(1): (4–12) DOI: 10.1177/2372732214548677
Damla, G. (2019). Gamification of design process in interior architecture education: Who? with whom? where? how? SHS Web of Conferences 66. ERPA International Congresses on Education ERPA. (1-7)
Deterding, S., Dixon, D., Khaled, R., Nacke, L. (2011). Envisioning Future Media Environments. From Game Design Elements to Gamefulness: Defining Gamification. In Proceedings of the 15th International Academic MindTrek Conference: ACM, Tampere, Finland. (9–15) DOI: 10.1145/2181037.2181040
Dewey, J. (1997). Experience and education. New York: Simon & Schuster Inc. (Original work published 1938).
El-Fekki, S. & Saleh, M. (2018). Post-Occupancy Evaluation Study of a University Premises in Cairo. Journal of Engineering Science.Vol.46(5): (599-616). DOI:
10.21608/JESAUN.2018.114993
Gislason, N. (2007). Placing Education: The School as Architectural Space. The Journal of the Canadian Philosophy of Education Society. Paideusis. Vol. 16 (3): (5-14).
Ibem, E. et al. (2017). A Study of Students’ Perception of the Learning Environment: Case Study of Department Of Architecture, Covenant University, Ota Ogun State. Proceedings of INTED2017 Conference: 11th International Technology, Education and Development Conference. Valencia, Spain. (6275-6285). DOI: 10.21125/inted.2017.1455
Lewinski, P. (2015). Effects of classrooms’ architecture on academic performance in view of telic versus paratelic motivation: a review. Frontiers in Psychology. Vol. (6):746. doi: 10.3389/fpsyg.2015.00746
Md Noor, A. (2020). A Study of Studio Environment On Students’ Project Outcome. Voice of Academia. Vol.16(1): (57-65).
Moje, B. et al. (2004). Working toward third space in content area literacy: an examination of everyday funds of knowledge and Discourse. Reading Research Quarterly. Vol.39(1): (38–70). DOI: 10.1598/RRQ.39.1.4
Osborne, L. et al. (2011). Dichotomy in the design studio: adapting to new blended learning environments. In Garcia Ricos, A (Ed.) Proceedings of the 4th International Conference of Education, Research and Innovations. International Association of Technology, Education and Development (IATED), Spain. (5579-5588).
Plumb, H. (2016). Gamification in Interior Design Curriculum. Brenau University, ProQuest Dissertations Publishing, Master Thesis of Fine Arts.
Preiser, W. (2002). Toward universal design evaluation: In culture, quality of life and globalization: problems and challenges for the new millennium. IAPS, Spain.
Rands, M. & Gansemer-Topf, M. (2017). The Room Itself Is Active: How Classroom Design
Impacts Student Engagement. Journal of Learning Spaces. Vol.6(1): (26-33).
Sanoff, H. (1978). Design Games. Library of Congress Cataloging in Publication Data. Publishers: Kaufmann, W. & Sanoff, H. ISBN: 101536873594.
Spruce, J. (2007). Examining the role of the studio environment within design education. DS 43: Proceedings of E&PDE 2007, the 9th International Conference on Engineering and Product Design Education, University of Northumbria, Newcastle, UK. (331-336).
Torinngton, J. (2000) The Development of Group-Working Skills and Role Play in the First-Year Architecture Course. In Changing Architectural Education: Towards a New Professionalism. Edited By David Nicol, Simon Pilling. Taylor & Francis.
Wanless, L. (2016). A Learning Studio that Inspires Active Pedagogy. Journal of Learning Spaces. Vol. 5(2): (61-65).
Weinstein, C. (1981). Classroom Design as an External Condition for Learning. Educational Technology. Vol. 21(8): (12-19)