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Record W2065233705 · doi:10.1108/17415651111141830

The role of project‐based learning in IT

2011· article· en· W2065233705 on OpenAlexaffabout
Andrew Hogue, Bill Kapralos, Franc ̧ois Desjardins

Bibliographic record

VenueInteractive Technology and Smart Education · 2011
Typearticle
Languageen
FieldSocial Sciences
TopicProblem and Project Based Learning
Canadian institutionsOntario Tech University
Fundersnot available
KeywordsContext (archaeology)Project-based learningVariety (cybernetics)LaptopProblem-based learningComputer scienceEntrepreneurshipMathematics educationEngineering ethicsKnowledge managementPsychologyEngineeringArtificial intelligence

Abstract

fetched live from OpenAlex

Purpose Problem/project‐based‐learning (PBL) approaches have traditionally been shown to be effective for learning within many professional programs that are directly related to the students' future career. The PBL approach has been adopted for over four decades in such fields as medicine and engineering and studies have demonstrated that students working in a PBL context have improved their skill levels over students enrolled in traditional lecture‐based classes. In spite of these successes, PBL has not yet been often considered in computer science/IT‐related academic programs. This is due to a variety of factors, including lack of support from faculty, historical approaches precluding such innovation, and lack of motivation to innovate beyond the dominant and more traditionally known approaches. This paper presents a case study that outlines a particular approach that was adopted to attempt to overcome these limitations in order to introduce PBL to IT‐related studies. The context of this study is a particular program that involves students in industry‐relevant practices while learning the necessary theory and honing their skills. It aims to discuss how PBL has been integrated into the IT Game Development and Entrepreneurship program at the University of Ontario Institute of Technology, a laptop‐based institution. It also aims to provide qualitative results that would support the effective applicability of this PBL approach. Design/methodology/approach A novel method for learning technical game development (theory and practice) is illustrated using a PBL pedagogical approach. The primary objective is to maintain academic integrity, improve critical thinking and problem‐solving skills, and introduce students to the theory of designing and developing video games. Findings Preliminary results indicate that the proposed PBL method has improved students' skills and expanded their knowledge both theoretically and practically within their area of study. With the integration of this approach into the curriculum, the authors have seen a higher retention rate, increased motivation, and the development of higher quality work from students. Originality/value This paper provides a discussion on the role of PBL in IT settings with practical and positive implications on student learning, involvement, and retention. The approach is innovative in higher education and provides a framework that can be easily adapted to other fields of study.

Fetched live from OpenAlex and de-inverted. Abstracts are not stored in this database: the inverted indexes are 8.6 GB of the frame’s 9.3 GB of text, and the host has 13 GB free.

How this classification was reachedexpand

Full frame machine prediction

Teacher imitation

Not calibrated prevalence, not ground truth. Human validation pending. The Gemma side is a direct model label for every work in the frame, read from the title-only record. The Codex side is a classifier learned from the 10,348 direct Codex labels and calibrated to design-weighted sample rates; fields without enough sample support carry no Codex call. Candidate is the union of the two sides; consensus is their intersection. These outputs are machine_predicted_unvalidated and are not human labels.

metaresearch head score (Codex)0.013
metaresearch head score (Gemma)0.021
Version: metacan-v3-hybrid-931329e0061cValidation status: machine_predicted_unvalidated
Candidate categoriesnone
Consensus categoriesnone
DomainCandidate signal: none · Consensus signal: none
Study designCandidate signal: Qualitative · Consensus signal: none
GenreCandidate signal: Empirical · Consensus signal: none
Teacher disagreement score0.013
Threshold uncertainty score0.068

Distilled classifier scores by category (both heads)

CategoryCodexGemma
Metaresearch0.0130.021
Meta-epidemiology (narrow)0.0000.000
Meta-epidemiology (broad)0.0000.000
Bibliometrics0.0010.001
Science and technology studies0.0030.008
Scholarly communication0.0090.004
Open science0.0020.007
Research integrity0.0010.003
Insufficient payload (model declined to judge)0.0080.002

Machine scores (provisional)

The two teacher heads of the student model, read on this work. A score orders the frame for review; it never asserts a category, and the validation status ships verbatim with every row.

Baseline scores from an immature model (maturity gate not passed, 7 training rounds). Scores rank; they never assert a category.

Opus teacher head0.018
GPT teacher head0.323
Teacher spread0.305 · how far apart the two teachers sit on this one work
Validation statusscore_only:v0-immature-baseline · verbatim from the scoring run: score_only means the number may rank works, and no category label ships from it

Classification

machine, unvalidated

Machine predicted; a candidate call from one source (direct Gemma or distilled Codex), not a consensus.

The models applied no category: nothing in the taxonomy fit this work.
Study designQualitative
Domainnot available
GenreEmpirical

How this classification was reached, model by model and score by score, is at the end of the page under "How this classification was reached".

Quick stats

Citations43
Published2011
Admission routes2
Has abstractyes

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