Advertisement

Developing Production-Oriented, Problem-Based and Project-Work Courses - The Case of Game Development in a Video Conference Setting

  • Henrik Schoenau-FogEmail author
  • Lise Busk Kofoed
  • Nanna Svarre Kristensen
  • Lars Reng
Conference paper
Part of the Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering book series (LNICST, volume 265)

Abstract

There is a growing need to develop new types of learning environments using different kinds of digital support to improve learning. Aalborg University which is based on problem based learning (PBL), has for several years tried to rethink the traditional courses to optimize and enhance the quality of the learning processes, e.g. when using video conference systems (VCS). In order to develop a new format of VCS courses we have used the course “Theory and Practice of Game Design and Development” as a foundation for experimenting with a new structure based on blended synchronous learning environments. This paper will introduce the learning environment concept of this course, the structure and students’ opinions of the new course concept and structure using VCS.

Keywords

Theory and development of games Video conference teaching Playcentric approach Problem based learning Production-oriented learning Design based learning 

References

  1. Atweh, B., Shield, P., Godat, M.: The bumpy road of collaborative innovation in online delivery: how to negotiate it? In: proceeding of the Online Learning and Teaching Conference, pp. 10–18. Queensland University of Technology, Brisbane (2005)Google Scholar
  2. Butz, N.T., Stupnisky, R.H., Peterson, E.S., Majerus, M.M.: Motivation in synchronous hybrid graduate business programs: a self-determination approach to contrasting online and on-campus students. MERLOT J. Online Learn. Teach. 10(2), 211–227 (2014)Google Scholar
  3. Bower, M., Dalgarno, B., Kennedy, G.E., Lee, M.J.W., Kenney, J.: Comput. Educ. 86, 1–17 (2015)CrossRefGoogle Scholar
  4. Askehave, I., Linnemann Prehn, H., Pedersen, J., Thorsø Pedersen, M. (red.): PBL: Problem Baseret Læring. Aalborg universitet. Rektorsekretariatet (n.d.) (2015). http://www.aau.dk/digitalAssets/148/148026_pbl
  5. Cunningham, U.: Teaching the disembodied; othering and activity systems in a blended synchronous learning situation. Int. Rev. Res. Open Distance Learn. 15(6), 34–51 (2014)CrossRefGoogle Scholar
  6. Finn, A., Bycceri, M.: A case study approach to blended learning. In: A Study of Student’s Perception in a Blended Learning Environment Based on Different Learning Styles. International Forum of Educational Technology and Society (IFETS) (2004)Google Scholar
  7. Garrison, D.R., Anderson, T., Archer, W.: Critical inquiry in a text-based environment: computer conferencing in higher education. Internet High. Educ. 2, 87–105 (2000)CrossRefGoogle Scholar
  8. Irvine, V., Code, J., Richards, L.: Realigning higher education for the 21st-century learner through multi-access learning. MERLOT J. Online Learn. Teach. 9(2), 172 (2013)Google Scholar
  9. Ke, F.: An implementation of design-based learning through creating educational computer games: a case study on mathematics learning during design and computing. Comput. Educ. 73, 26–39 (2013)CrossRefGoogle Scholar
  10. Lidstone, J., Shields, P.: Virtual reality or virtual real: blended teaching and learning in a master’s level research methods class. In: Inoue, Y. (ed.) Cases on Online and Blended Learning Technologies in Higher Education: Concepts and Practices, pp. 91–111. Hershey, Derry Township (2010)CrossRefGoogle Scholar
  11. Park, Y.J., Bonk, C.J.: Is online life a breeze? A case study for promoting synchronous learning in a blended graduate course. MERLOT J. Online Learn. Teach. 3(3), 307–323 (2007)Google Scholar
  12. Reng, L., Kofoed, L.: New teaching strategies for engineering students: new challenges for the teachers. In: Proceedings of International Conference on Engineering Education and Research. Western Sydney University (2016)Google Scholar
  13. Remenyi, D.: Case Study Research. Academic Conferences and Publishing International Limited, Reading (2013)Google Scholar
  14. Robertson, J., Howells, C.: Computer game design: opportunities for successful learning. Comput. Educ. 50(2), 559–578 (2008)CrossRefGoogle Scholar
  15. Savin-Barden, M.: Using problem-based learning: new constellations for the 21st century. J. Excell. Coll. Teach. 25, 197–219 (2014)Google Scholar
  16. Schoenau-Fog, H., Reng, L., Kofoed, L.B.: Fabrication of games and learning: a purposive game production. In: European Conference on Games Based Learning, p. 480. Academic Conferences International Limited, October 2015Google Scholar
  17. Schoenau-Fog, H., Kofoed, L.B., Olga Timcenko, O., Reng, L.: Motivated learning through production-oriented game development. In: Games and Education: Designs in and for Learning. Sense Publishers (2018, forthcoming)Google Scholar
  18. Skylar, A.A.: A comparison of asynchronous online text-based lectures and synchronous interactive web conferencing lectures. Issues Teach. Educ. 18(2), 69–84 (2009). Fall 2009Google Scholar
  19. Stake, R.: The Art of Case Study Research. SAGE Publications (1995)Google Scholar
  20. Stebbins, R.A.: Exploratory Research in the Social Sciences. Sage Publications, Thousand Oaks (2001)Google Scholar
  21. The Study Board for Media Technology: Curriculum for the Bachelor’s Programme in Medialogy. Aalborg University (2017)Google Scholar
  22. Szeto, E.: A comparison of online/F2F students’ and instructors experiences: examining blended synchronous learning effects. Procedia-Soc. Behav. Sci. 116, 4250–4254 (2014)CrossRefGoogle Scholar
  23. Szeto, E., Cheng, A.Y.: Towards a framework of interactions in blended synchronous learning environment: what effects are there on students’ social presence experience? Interact. Learn. Environ. (2014). Advance online publicationGoogle Scholar
  24. Timcenko, O., Kofoed, L.B., Schoenau-Fog, H., Reng, L.: Purposive game production in educational setup: investigating team collaboration in virtual reality. In: Stephanidis, C. (ed.) HCI 2017. CCIS, vol. 714, pp. 184–191. Springer, Cham (2017).  https://doi.org/10.1007/978-3-319-58753-0_29CrossRefGoogle Scholar
  25. Yin, V.K.: Case Study Research: Design and Methods. Sage Publications, Thousand Oaks (2008)Google Scholar

Copyright information

© ICST Institute for Computer Sciences, Social Informatics and Telecommunications Engineering 2019

Authors and Affiliations

  • Henrik Schoenau-Fog
    • 1
    Email author
  • Lise Busk Kofoed
    • 1
  • Nanna Svarre Kristensen
    • 1
  • Lars Reng
    • 1
  1. 1.Aalborg University, CopenhagenCopenhagenDenmark

Personalised recommendations