A practice of collaborative project-based learning for mutual edification between programming skill and artistic craftsmanship

  • Authors:
  • Naoya Nitta;Yasuhiro Takemura;Izuru Kume

  • Affiliations:
  • Faculty of Intelligence and Information, Konan University, Japan;Faculty of Arts, Osaka University of Arts, Japan;Graduate School of Information Science, Nara Institute of Science and Technology, Japan

  • Venue:
  • FIE'09 Proceedings of the 39th IEEE international conference on Frontiers in education conference
  • Year:
  • 2009

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Abstract

It is well known that using computer games as educational materials for computer programming and software engineering education effectively motivate students. For this purpose in Konan University, we have practiced project-based learning to develop game programs. From instructional practice in Konan University to date, we concluded that we need more specialized game contents in order to better motivate the students. On the other hand, in character design training in Osaka University of Arts, it has been expected that showing students a goal where their characters are animated in game system effectively motivates the students. However, to develop game system, high level programming skill is needed. To address these problems, we propose a collaborative project-based learning approach which can be practiced in cooperation with a faculty of computer science and a faculty of arts. In the learning process, program codes are developed by the computer science students and game contents are created by the arts students. The process also includes online meetings to coordinate their work. Through the project, students would not only improve their expertise but learn unprofessional knowledge, experience collaborative work and improve communication skill. In the last year, we have practiced the collaborative project-based learning to develop a 3D fighting game in cooperation with Konan University and Osaka University of Arts. In this paper, we will report the practice and evaluate its educational effectiveness by student questionnaires about the learning and examinations about software engineering.