Using group-recorded videos to enhance the learning experience for undergraduate game development students
Abstract
Our approach uses video backdrops recorded by students in order to enhance the learning of concepts involving the physics of motion. This innovative project-based assessment is effective in illustrating how physics is... [ view full abstract ]
Our approach uses video backdrops recorded by students in order to enhance the learning of concepts involving the physics of motion. This innovative project-based assessment is effective in illustrating how physics is essential in games design and programming, while enabling students to be active participants and take ownership of the learning process. Our experience, along with feedback and example work from the pilot, will be presented.
The objective of having applied physics on a games programme is to introduce students to the mathematical world. Working with equations of motion on a computer screen does not facilitate an understanding of mathematical equations as mapping to a physical reality. In order to get the students motivated and immersed in the real world, this project-based approach makes them think about the cause and effect of actions.
To allow student engagement with the easy concepts before tackling more complex equations, a game of 'catch' is used. Initially students in groups of three, record video footage of themselves playing catch. One student throws a ball to the second person who has a fixed position with the angle and initial velocity controlled. This footage will be the backdrop for the flight path of the ball. Tracking the ball by identifying the relevant parameters with speed and accuracy is required. Developing this game by allowing for movement of the thrower and the catcher further challenges students and expands their knowledge base. Approximation becomes a reality rather than an abstract concept.
Integrating video recordings with physics enables students to adopt an action problem solving approach to physics on a game design programme. This requires synthesis of information from various sources in order to accomplish the task. As a transferable skill, this will ensure that the game developers will be visionary in their approach to real life problems.
Authors
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Yvonne Kavanagh
(IT Carlow)
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Noel O Hara
(IT Carlow)
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Damien Raftery
(IT Carlow)
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Ross Palmer
(IT Carlow)
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Peter Lowe
(IT Carlow)
Topic Areas
Learning trends & technologies , Innovative Pedagogies for TEL
Session
PP - 5 » Learning Spaces, Trends & Technologies II | Innovative Pedagogies for TEL (10:55 - Friday, 27th May, Main Lecture Theatre (Ground Floor) -: Live Streaming)
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