Developing a videogame for learning signal processing and project management using project-oriented learning in ICT engineering degrees

This work describes the design, implementation and evaluation of a multi-subject learning experience based on the principles of Constructionism, in which the construction of a videogame is the learning artifact that engages students in four different technical and management subjects included in the...

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Detalles Bibliográficos
Autores: Iriondo, Ignasi, Montero, José A., Sevillano, Xavier, Socoró, Joan Claudi
Tipo de recurso: artículo
Fecha de publicación:2019
País:España
Institución:Universitat Ramon Llull (URL)
Repositorio:DAU Arxiu Digital de la Universitat Ramon Llull
OAI Identifier:oai:dau.url.edu:20.500.14342/5400
Acceso en línea:http://hdl.handle.net/20.500.14342/5400
https://doi.org/10.1016/j.chb.2019.03.019
Access Level:acceso abierto
Palabra clave:Constructionism
Project-oriented learning
Active learning
Soft skills
Engineering skills
Multidisciplinary teamwork
Constructivisme
Aprenentatge orientat a projectes
Aprenentatge actiu
Habilitats toves
Habilitats d'enginyeria
Treball en equip multidisciplinari
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Descripción
Sumario:This work describes the design, implementation and evaluation of a multi-subject learning experience based on the principles of Constructionism, in which the construction of a videogame is the learning artifact that engages students in four different technical and management subjects included in the ICT engineering degree curricula of the School of Engineering at La Salle – Universitat Ramon Lull. Working in groups in a simulated corporate scenario, students learnt the basics of emergent technologies such as 3D audio, computer vision or speech recognition, while developing soft skills like negotiation or work planning. As regards the evaluation of the academic results, the proposed methodology made attendance rate rise from around 50% to over 90%, and average pass rate from 72% to 93%. Moreover, to capture their short and long-term view of the learning experience, students answered two opinion surveys along time: the first on completion of the project, and a second one 3–5 years after completing their graduate studies, with all of them integrated in the labor market. The analysis of these surveys reveals that over 85% of students showed a high degree of satisfaction, and an overwhelming preference for the new methodology over classic learning methodologies.