Ahenk YilmazEce BuldanBuldan, EceYılmaz, Ahenk2025-10-0620251474-273X2040-089610.1386/adch_00112_12-s2.0-105005213295http://dx.doi.org/10.1386/adch_00112_1https://gcris.yasar.edu.tr/handle/123456789/6470https://doi.org/10.1386/adch_00112_1This article focuses on the role of situatedness through the concept of d & eacute,rive game-based learning to increase one's awareness regarding the memory embedded in built environment. A newly designed game Memory Hunt based on the system and rules of Treasure Hunt is utilized with the aim of increasing the architecture students' awareness regarding the sites of memory in the case of & Idot,zmir K & uuml,lt & uuml,rpark. During the game students detach from their existing pattern and begin to experience the space from a different perspective. The use of the d & eacute,rive theory of Situationist International provides a valuable framework for the study in analysing survey results of the students' changing memory of the selected site before after the game. The results of the research indicate that the game not only enriches participants' perspectives on the chosen locations and increases their awareness regarding the collective memory of urban space but also makes them create their unique psychogeographical maps.Englishinfo:eu-repo/semantics/closedAccessorganized spontaneity, drift, Treasure Hunt, architecture education, collective memory, urban space, play, psychogeographical, mapCONTEXTOrganized SpontaneityPlayTreasure HuntCollective MemoryPsychogeographical MapArchitecture EducationUrban SpacemAPPsychogeographicalDriftThe taste for Dériving in Memory Hunt: The potentials of situatedness in game-based learning in the case of İzmir KültürparkArticle