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Title:      PROBLEM BASED LEARNING IN THE DIGITAL AGE: A CASE STUDY ON DIGITAL ENTERTAINMENT
Author(s):      Janet Aisbett , Greg Gibbon
ISBN:      972-98947-7-9
Editors:      Kinshuk, Demetrios Sampson and Pedro IsaĆ­as
Year:      2004
Edition:      Single
Keywords:      Experiential learning, problem based learning, computing curricula, digital entertainment.
Type:      Full Paper
First Page:      189
Last Page:      194
Language:      English
Cover:      cover          
Full Contents:      click to dowload Download
Paper Abstract:      While the digital age is based on computing, computing disciplines remain conservative in their curricula and delivery methods. Computer science and information systems curricula throughout the world are a legacy of the scientific and business computing needs that gave rise to the respective disciplines, and arguably pay insufficient heed to skills and knowledge needed to support the digital entertainment industry. Moreover, there has been a relatively low penetration of experiential or problem based learning approaches, despite the professional practice nature of the disciplines. This paper describes the rationale, objectives, pedagogy and assessment of a novel course designed to introduce students to the technologies and culture of the digital entertainment industry. The range of existing on-line resources facilitates problem based learning and helps accommodate different learning styles. As the digital age increases the richness of resources in all disciplines, problem based learning will become an increasingly cost-effective flexible paradigm.
   

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