{"title":"基于问题的交互设计学习(PBL):以《逃离房间》谜题设计为例","authors":"Ping-Yeh Li, Ya-Kuan Chou, Yun-Ju Chen, Ruey-Sen Chiu","doi":"10.1109/ICKII.2018.8569131","DOIUrl":null,"url":null,"abstract":"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.","PeriodicalId":170587,"journal":{"name":"2018 1st IEEE International Conference on Knowledge Innovation and Invention (ICKII)","volume":"44 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2018-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"6","resultStr":"{\"title\":\"Problem-based Learning (PBL) in Interactive Design: A Case Study of Escape the Room Puzzle Design\",\"authors\":\"Ping-Yeh Li, Ya-Kuan Chou, Yun-Ju Chen, Ruey-Sen Chiu\",\"doi\":\"10.1109/ICKII.2018.8569131\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"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.\",\"PeriodicalId\":170587,\"journal\":{\"name\":\"2018 1st IEEE International Conference on Knowledge Innovation and Invention (ICKII)\",\"volume\":\"44 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2018-07-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"6\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2018 1st IEEE International Conference on Knowledge Innovation and Invention (ICKII)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/ICKII.2018.8569131\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2018 1st IEEE International Conference on Knowledge Innovation and Invention (ICKII)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ICKII.2018.8569131","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Problem-based Learning (PBL) in Interactive Design: A Case Study of Escape the Room Puzzle Design
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.