As online learning becomes increasingly popular, the classroom needs to offer a unique in-person experience. What makes the physical space something you can't download or listen to online? The goal of this project is to create an inviting, interactive, and flexible classroom experience for today's generation of students and faculty at Cornell University.

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This project includes converting an existing classroom into an active learning workspace at the College of Human Ecology within Cornell University.

As online learning becomes increasingly popular, the classroom needs to offer a unique in-person experience. What makes the physical space something you can't download or listen to online? The goal of this project is to create an inviting, interactive, and flexible classroom experience for today's generation of students and faculty.

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Progression of Axonometric Drawings

The design concept utilizes game show elements as a metaphor to create an engaging classroom experience and elicits the same excitement, modularity, and team interaction found in a game show environment. I was hired by Cornell to adjust my initial concept to fit an existing space within the College of Human Ecology. This included creating construction documents, renderings, branding, and an accompanying website design.

As the "game show host," the teacher has complete control over the ongoing class activities and discussions. Whether the instructor prefers to teach by lecture, collaborative lecture, group work, or any combination of these, the Learning Game classroom accommodates and easily transitions between all three styles.

Renderings

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Before and After Construction

The collaborative nature of the student technology encourages students to work together through projects and class-time activities. Currently we are collecting feedback from students and professors to use for future iterations of Active Learning Classrooms at Cornell University.

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