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Integrating Active/Collaborative Learning in Computer-Centered Course Curriculum

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Conference

2019 ASEE Annual Conference & Exposition

Location

Tampa, Florida

Publication Date

June 15, 2019

Start Date

June 15, 2019

End Date

June 19, 2019

Conference Session

Technical Session 4: Modulus Topics 1

Tagged Division

Computers in Education

Tagged Topic

Diversity

Page Count

12

DOI

10.18260/1-2--32982

Permanent URL

https://peer.asee.org/32982

Download Count

26

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Paper Authors

biography

Magesh Chandramouli Purdue University Northwest Orcid 16x16 orcid.org/0000-0002-3500-0946

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Dr. Chandramouli is an Associate Professor of Computer Graphics Technology in Purdue University Northwest. Dr. Chandramouli has been invited to deliver keynote speeches and guest lectures in various countries around the world. Formerly a Frederick Andrews Fellow at Purdue University, West Lafayette, he completed his doctoral studies from the Department of Computer Graphics Technology. He completed Master of Engineering at the National University of Singapore and Master of Science from the University of Calgary, Canada. He completed his Bachelor of Engineering from the College of Engineering, Guindy, India. Dr. Chandramouli has published journal articles in prestigious international journals and has presented papers in respected national and international conferences. He has received federal, regional, and international grants for his work in areas including virtual reality, STEM education, Human Computer Interaction, and Genetic Algorithms in Graphics.

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Emily Hixon Purdue University Northwest

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Abstract

Despite the numerous advantages of using computers in education, a predominantly 'computer-centered pedagogy' can also create issues including students' inability to work in teams and engaged in other active learning practices that can be used in courses with relatively lesser emphasis on computer-centered delivery. students some key challenges such experience issues including shortcoming in team-based projects courses with active learning and team-based activities that help maximize learning outcomes Based on the data compiled and analyzed from final exam and quiz results from the courses that I have taught (past 4 years), one critical observation was made: CGT (Computer Graphics Technology) students, especially sophomores and juniors, struggle with the numerous technical concepts and the associated jargon. This affects their performance in a three-fold manner: 1. The difficulty with understanding the technical graphics concepts and jargon affects the students’ course grades and performance in advanced CGT courses (leads to retention issues) 2. This also critically affects their career prospects as in the CG industry (initially with the job search and later performing well in the job), as the production pipeline is technical in nature 3. The reluctance and at times, inability to work in a team-based setting which is frequently in required in the graphics industry. This is clearly evident from the observation made in the higher level courses directly related to the above courses (which serve as pre-requisites to the above courses). Hence, there is an imminent need to address this issue and to overcome the challenges faced by CGT students. This will help with the following: - Enhanced Course Performance and Mastery of materials - Increased Graduation success rates and Retention - Career Success and enhanced on-job performance This paper explains in detail, the creative arrangements of tactile and visual as well as hybrid methods involving AL/PBL for enhanced critical-thinking skills. The design and implementation of the course modules with the ultimate goals of serving the instruction, training, and dissemination process.

Chandramouli, M., & Hixon, E. (2019, June), Integrating Active/Collaborative Learning in Computer-Centered Course Curriculum Paper presented at 2019 ASEE Annual Conference & Exposition , Tampa, Florida. 10.18260/1-2--32982

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