Holistic Approach to Modular Open Educational Resources for Computer Graphics

dc.contributor.authorDiller, Florianen_US
dc.contributor.authorPüschel, Fabianen_US
dc.contributor.authorStockemer, Julianen_US
dc.contributor.authorBöhm, Klausen_US
dc.contributor.authorWiebel, Alexanderen_US
dc.contributor.editorSousa Santos, Beatrizen_US
dc.contributor.editorAnderson, Eikeen_US
dc.date.accessioned2024-04-30T08:22:50Z
dc.date.available2024-04-30T08:22:50Z
dc.date.issued2024
dc.description.abstractIn this paper, we present a novel holistic approach to open education resources (OER) in computer graphics (CG). Holistic on the one hand refers to the diversity and the interlinked integration of the materials we included in the devised educational modules, on the other hand, it corresponds to the public availability of our work, which manifests in various aspects. Each of our three-part educational modules consists of slides, an experiential education web application (''exploratory''), and a quiz for knowledge assessment. These materials are closely interlinked, as they each teach the same topic from different perspectives and refer to each other. Yet, the resources can be used independently to add additional value to various teaching styles and programs. This modularity and the overall public availability were one of the primary goals of our project. Consequently, every resource is licensed under Creative Commons and developed using open standards or freely usable tools, so that teaching staff from universities and schools can modularly include, adapt, and build upon our resources. The OER aspect is not only reflected by licensing; the complete publishing, design, and development process was formed to serve the general public. Our work is based on an experiential learning approach and does not analyze the pedagogical methodology. Instead, in addition to presenting the devised learning materials, the present paper investigates to what extent the learning materials can support teaching and learning computer graphics. We took several measures to evaluate our approach: 1) teaching staff was interviewed regarding the usability and acceptance of the technologies we used; 2) a usability expert was consulted to assess our system; 3) the developed resources were integrated into existing lectures and the performance of students with and without the assistance of the interactive education applications was compared. The responses to our approach were exclusively positiveen_US
dc.description.sectionheadersExtended Reality, Emerging Technologies and Tools in CG Education
dc.description.seriesinformationEurographics 2024 - Education Papers
dc.identifier.doi10.2312/eged.20241002
dc.identifier.isbn978-3-03868-238-7
dc.identifier.issn1017-4656
dc.identifier.pages8 pages
dc.identifier.urihttps://doi.org/10.2312/eged.20241002
dc.identifier.urihttps://diglib.eg.org/handle/10.2312/eged20241002
dc.publisherThe Eurographics Associationen_US
dc.rightsAttribution 4.0 International License
dc.rights.urihttps://creativecommons.org/licenses/by/4.0/
dc.subjectCCS Concepts: Applied computing → Interactive learning environments; Computing methodologies → Computer graphics; Human-centered computing → Open source software
dc.subjectApplied computing → Interactive learning environments
dc.subjectComputing methodologies → Computer graphics
dc.subjectHuman centered computing → Open source software
dc.titleHolistic Approach to Modular Open Educational Resources for Computer Graphicsen_US
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