Gaining Student Engagement Through Project-Based Learning: A Competitive 2D Game Construction Case Study

IEEE ACCESS(2022)

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摘要
In this work we consider an open artificial intelligence game as a matter of study within the lectures of artificial intelligence to combat lack of motivation and increase engagement within the classroom. During formation, students in computer science can deal with moderately complex projects, nevertheless, dealing with such problems is relegated to the Degree Final Project. In this investigation we show the procedural steps of how project-based learning combined with game construction can effectively be used to promote engagement in informatic lectures at university. For the task, we build a 2D game engine and propose students to enroll in factitious research teams with the aim of programming intelligent agents that play the game employing artificial intelligence techniques. The intended principal outcome is to show evidence of the application of project-based learning in artificial intelligence within the lectures, and how it can be combined with game construction to increase motivation in the classroom. Project-based learning has the students learn, organize, and solve challenges while students themselves remain their own responsible for the investigation and process of work. We propose to follow a series of sequential phases that conform a set of milestones that incorporate a project-based learning approach to the lectures. Through this work we show that the use of project-based learning combined with game construction provides reliable evidence that a much deeper understanding about artificial intelligence is attained by students participating in the challenge. Student evaluation questionnaires and final grade results attained by students indicate that students remained more engaged during the semester in comparison to previous semesters in which lack of motivation was reported.
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关键词
Games, Education, Learning (artificial intelligence), Informatics, Faces, Engines, Task analysis, Action research, active learning computing education, cross-disciplinary skills, engagement, game construction, project-based learning (PBL), reinforcement learning
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