A PBL Experience in the Teaching of Computer Graphics

dc.contributor.authorMarti, E.en_US
dc.contributor.authorGil, D.en_US
dc.contributor.authorJulia, C.en_US
dc.contributor.editorJean-Jacques Bourdin and Hugh McCabeen_US
dc.date.accessioned2014-01-26T16:05:28Z
dc.date.available2014-01-26T16:05:28Z
dc.date.issued2005en_US
dc.description.abstractProject Based Learning (PBL) is an educational strategy to improve students learning capability which, in recent years, has had a progressive acceptation in undergraduate studies. This methodology is based on solving a problem or project in a student working group. In this way, PBL focuses on learning the necessary tools to correctly find a solution to given problems. Since the learning initiative is transferred to the student, the PBL method promotes students own abilities. This allows a better assessment of the true workload that carries out the student in the subject. It follows that the methodology conforms to the guidelines of the Bologna document, which quantifies the student workload in a subject by means of ECTS (European Credit Transfer System). PBL is currently applied in undergraduate studies needing of strong practical training such as medicine, nursing or law sciences. Although this is also the case in engineering studies, amazingly, few experiences have been reported. In this paper we propose to use PBL in the educational organization of the Computer Graphics subjects in the Computer Science degree. Our PBL project focuses in the development of a C++ graphical environment based on the OpenGL libraries for visualization and handling of different graphical objects. The starting point is a basic skeleton which already includes lighting functions, perspective projection with mouse interaction to change the point of view and 3 predefined objects. Students have to complete this skeleton by adding their own functions to solve the project. A total number of 10 projects have been proposed and successfully solved. The exercises range from human face rendering to articulated objects, such as robot arms or puppets. In the present paper we extensively report the statement and educational objectives for two of the projects: solar system visualization and a chess game. We report our earlier educational experience based on the standard classroom theoretical, problem and practice sessions and the reasons that motivated searching for other learning methods.We have mainly chosen PBL because it improves the student learning initiative. We have applied the PBL educational model since the beginning of the second semester. The student s feedback increases in his interest for the subject. We present a comparative study on the teachers and students workload between PBL and the classic teaching approach, which suggests that the workload increase in PBL is not as high as it seems.en_US
dc.description.seriesinformationEurographics 2005 - Education Papersen_US
dc.identifier.issn1017-4656en_US
dc.identifier.urihttps://doi.org/10.2312/Conf/EG2005/Education/001-009en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectCategories and Subject Descriptors (according to ACM CCS): I.3.4 [Computer Graphics]: Graphics packages, I.3.5 [Computer Graphics]: Hierarchy and geometric transformations, I.3.7 [Computer Graphics]: Animation, Color, shading, shadowing and texture, fractals, hidden line/surface removal, Problem Based Learning,en_US
dc.titleA PBL Experience in the Teaching of Computer Graphicsen_US
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