z-logo
open-access-imgOpen Access
Meeting Student And Industry Needs Through Experiential Learning And Soft Skills Study In Computer Graphics
Author(s) -
Jana Whittington,
Kim Nankivell,
Joy Colwell
Publication year - 2020
Publication title -
papers on engineering education repository (american society for engineering education)
Language(s) - English
Resource type - Conference proceedings
DOI - 10.18260/1-2--3275
Subject(s) - experiential learning , soft skills , curriculum , computer science , teamwork , graduation (instrument) , graphics , portfolio , knowledge management , multimedia , mathematics education , medical education , pedagogy , engineering , psychology , management , medicine , computer graphics (images) , mechanical engineering , financial economics , economics
Students in a Computer Graphics (CG) degree program need a variety of “real-world” portfolio projects and experience before graduation to prepare them for their careers. One way to incorporate “real world” experiences is to use experiential learning (EL) components in the CG curriculum. Faculty within a CG degree program would benefit from an understanding of the experiential learning instructional methodologies to pedagogically develop curriculum for an EL course in computer graphics. Generally, employers who hire CG graduates want proof of “real-world” experience and often ask for a minimum of three years experience in the field. Real world experience, to employers, often includes not only the technical skills but also the “soft skills” of teamwork, appreciation for diversity, and communication. Traditional classroom learning, as well as traditional classroom simulations of real-world portfolio projects, may not always fully prepare the learner for the CG work environment. Conversely, immersing a student in the “real-world” CG work environment may not always provide the needed pedagogical structure that will fulfill EL requirements or standard course and program requirements. Incorporating “soft skills” classes into a CG plan of study can help provide the other component of “real world” skills that employers seek. This paper addresses how experiential learning can be implemented in the CG course or program structure, which will provide a significant transfer of learning through involvement with realworld projects.

The content you want is available to Zendy users.

Already have an account? Click here to sign in.
Having issues? You can contact us here
Accelerating Research

Address

John Eccles House
Robert Robinson Avenue,
Oxford Science Park, Oxford
OX4 4GP, United Kingdom