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Problem-based Learning (PBL) in Interactive Design: A Case Study of Escape the Room Puzzle Design

机译:交互式设计中的基于问题的学习(PBL):以逃脱房间拼图设计为例

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As an experimental research carried out to document, discuss and reflect on the problem-based learning (PBL) in emerging “Maker” courses, this study investigates a case study of “Escape the Room” Puzzle Design in a University of Technology in Taiwan. Twenty-six first-year university students have participated in this experimental research. The paper discusses the practice of PBL and related obstacles in interactive-design-learning. This study suggests the co-relation between PBL's outcomes with the number of group members, students' skill of collaboration and difficulty of tasks.
机译:作为一项实验性研究,旨在对新兴的“创客”课程中的基于问题的学习(PBL)进行记录,讨论和反思,该研究以台湾工业大学的“逃脱房间”拼图设计为例。 26名一年级大学生参加了这项实验研究。本文讨论了交互式设计学习中PBL的实践和相关障碍。这项研究表明,PBL的结果与小组成员的数量,学生的协作技能和任务难度之间存在相互关系。

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