Skip to main content

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

  • Conference paper
  • First Online:

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.

This is a preview of subscription content, log in via an institution.

Buying options

Chapter
USD   29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD   69.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD   89.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Learn about institutional subscriptions

References

  • 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 

  • 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 

  • Bower, M., Dalgarno, B., Kennedy, G.E., Lee, M.J.W., Kenney, J.: Comput. Educ. 86, 1–17 (2015)

    Article  Google Scholar 

  • 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

  • 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)

    Article  Google Scholar 

  • 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 

  • 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)

    Article  Google Scholar 

  • 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 

  • 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)

    Article  Google Scholar 

  • 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)

    Chapter  Google Scholar 

  • 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 

  • 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 

  • Remenyi, D.: Case Study Research. Academic Conferences and Publishing International Limited, Reading (2013)

    Google Scholar 

  • Robertson, J., Howells, C.: Computer game design: opportunities for successful learning. Comput. Educ. 50(2), 559–578 (2008)

    Article  Google Scholar 

  • Savin-Barden, M.: Using problem-based learning: new constellations for the 21st century. J. Excell. Coll. Teach. 25, 197–219 (2014)

    Google Scholar 

  • 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 2015

    Google Scholar 

  • 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 

  • 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 2009

    Google Scholar 

  • Stake, R.: The Art of Case Study Research. SAGE Publications (1995)

    Google Scholar 

  • Stebbins, R.A.: Exploratory Research in the Social Sciences. Sage Publications, Thousand Oaks (2001)

    Google Scholar 

  • The Study Board for Media Technology: Curriculum for the Bachelor’s Programme in Medialogy. Aalborg University (2017)

    Google Scholar 

  • Szeto, E.: A comparison of online/F2F students’ and instructors experiences: examining blended synchronous learning effects. Procedia-Soc. Behav. Sci. 116, 4250–4254 (2014)

    Article  Google Scholar 

  • 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 publication

    Google Scholar 

  • 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_29

    Chapter  Google Scholar 

  • Yin, V.K.: Case Study Research: Design and Methods. Sage Publications, Thousand Oaks (2008)

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Henrik Schoenau-Fog .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

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

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Schoenau-Fog, H., Kofoed, L.B., Kristensen, N.S., Reng, L. (2019). Developing Production-Oriented, Problem-Based and Project-Work Courses - The Case of Game Development in a Video Conference Setting. In: Brooks, A., Brooks, E., Sylla, C. (eds) Interactivity, Game Creation, Design, Learning, and Innovation. ArtsIT DLI 2018 2018. Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, vol 265. Springer, Cham. https://doi.org/10.1007/978-3-030-06134-0_40

Download citation

  • DOI: https://doi.org/10.1007/978-3-030-06134-0_40

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-030-06133-3

  • Online ISBN: 978-3-030-06134-0

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics