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The role of project-based learning in IT A case study in a game development and entrepreneurship program

机译:基于项目的学习在IT中的作用一个游戏开发和创业计划中的案例研究

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Purpose - Problem/project-based-learning (PBL) approaches have traditionally been shown to be effective for learning within many professional programs that are directly related to the students' future career. The PBL approach has been adopted for over four decades in such fields as medicine and engineering and studies have demonstrated that students working in a PBL context have improved their skill levels over students enrolled in traditional lecture-based classes. In spite of these successes, PBL has not yet been often considered in computer science/IT-related academic programs. This is due to a variety of factors, including lack of support from faculty, historical approaches precluding such innovation, and lack of motivation to innovate beyond the dominant and more traditionally known approaches. This paper presents a case study that outlines a particular approach that was adopted to attempt to overcome these limitations in order to introduce PBL to IT-related studies. The context of this study is a particular program that involves students in industry-relevant practices while learning the necessary theory and honing their skills. It aims to discuss how PBL has been integrated into the IT Game Development and Entrepreneurship program at the University of Ontario Institute of Technology, a laptop-based institution. It also aims to provide qualitative results that would support the effective applicability of this PBL approach. Design/methodology/approach - A novel method for learning technical game development (theory and practice) is illustrated using a PBL pedagogical approach. The primary objective is to maintain academic integrity, improve critical thinking and problem-solving skills, and introduce students to the theory of designing and developing video games. Findings - Preliminary results indicate that the proposed PBL method has improved students' skills and expanded their knowledge both theoretically and practically within their area of study. With the integration of this approach into the curriculum, the authors have seen a higher retention rate, increased motivation, and the development of higher quality work from students. Originality/value - This paper provides a discussion on the role of PBL in IT settings with practical and positive implications on student learning, involvement, and retention. The approach is innovative in higher education and provides a framework that can be easily adapted to other fields of study.
机译:目的-传统上,基于问题/基于项目的学习(PBL)方法已被证明在许多与学生的未来职业直接相关的专业计划中是有效的学习方法。 PBL方法已在医学和工程学等领域采用了四十多年,研究表明,在PBL环境中工作的学生比在传统的基于讲座的课程中学习的学生提高了技能水平。尽管取得了这些成功,但在计算机科学/ IT相关的学术计划中,PBL尚未得到广泛考虑。这是由于多种因素造成的,包括缺乏教师的支持,阻止此类创新的历史方法以及缺乏超越主流和传统传统方法的创新动力。本文提供了一个案例研究,概述了为了克服这些局限性而采用的一种特殊方法,以便将PBL引入与IT相关的研究中。这项研究的背景是一个特殊的计划,让学生参与与行业相关的实践,同时学习必要的理论并磨练他们的技能。它的目的是讨论如何将PBL集成到基于笔记本电脑的安大略大学技术学院的IT游戏开发和创业计划中。它还旨在提供定性结果,以支持该PBL方法的有效适用性。设计/方法/方法-使用PBL教学法说明了一种学习技术游戏开发(理论和实践)的新颖方法。主要目标是保持学术诚信,提高批判性思维和解决问题的能力,并向学生介绍设计和开发视频游戏的理论。研究结果-初步结果表明,所提出的PBL方法在学习领域内提高了学生的技能,并在理论和实践上扩展了他们的知识。通过将此方法集成到课程中,作者看到了更高的保留率,更多的动力以及学生开发的更高质量的作品。原创性/价值-本文讨论了PBL在IT环境中的作用,并对学生的学习,参与和保留产生了实际和积极的影响。该方法在高等教育中具有创新性,并提供了可以轻松适应其他研究领域的框架。

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