Knowledge by user demand and self-reflection: new models for teaching and assessment in edutainment software design
This paper reports on experiences from applying knowledge by user demand (KBUD) to teaching at the Edutainment Software Design programme at Halmstad University, Sweden. 'Edutainment' denotes educational and recreational systems for homes, schools and work. Upon graduation, students may fin...
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Published in | 31st Annual Frontiers in Education Conference. Impact on Engineering and Science Education. Conference Proceedings (Cat. No.01CH37193) Vol. 1; pp. TIB - 1 |
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Main Authors | , , , |
Format | Conference Proceeding |
Language | English |
Published |
IEEE
2001
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Subjects | |
Online Access | Get full text |
ISBN | 9780780366695 0780366697 |
ISSN | 0190-5848 |
DOI | 10.1109/FIE.2001.963834 |
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Summary: | This paper reports on experiences from applying knowledge by user demand (KBUD) to teaching at the Edutainment Software Design programme at Halmstad University, Sweden. 'Edutainment' denotes educational and recreational systems for homes, schools and work. Upon graduation, students may find careers in game design, project management, systems development etc. KBUD emphasizes participation in selection and creation of course contents, to foster a continuous review process of how to attain competencies needed to accomplish a task. Continuous self-reflection, on how and why competencies develop, and how personal learning can be refined, is highlighted in discussions and through using projects from previous courses as case studies. KBUD classes offer a core of approximately 50% of course content. Students select another 25% from a range of teacher prepared themes and develop themselves the remaining themes under teacher supervision. KBUD modules combine subject adherence with encouraging student interest and participation, whilst also ensuring content vitality. |
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ISBN: | 9780780366695 0780366697 |
ISSN: | 0190-5848 |
DOI: | 10.1109/FIE.2001.963834 |