DIGITAL LIBRARY
PROJECT-BASED LEARNING IN ARTISTIC AND CREATIVE DISCIPLINES FROM A CROSS-CUTTING AND COOPERATIVE APPROACH
Universitat Politécnica de Valencia (SPAIN)
About this paper:
Appears in: ICERI2020 Proceedings
Publication year: 2020
Pages: 4049-4056
ISBN: 978-84-09-24232-0
ISSN: 2340-1095
doi: 10.21125/iceri.2020.0911
Conference name: 13th annual International Conference of Education, Research and Innovation
Dates: 9-10 November, 2020
Location: Online Conference
Abstract:
In this article we explain the development of a project developed jointly and transversally, from the Bachelor of Civil Engineering and the Bachelor of Design and Creative Technologies from the Universitat Politècnica de València.

It consisted in the creation, design and development of a board game on the urban terrain. The game in question was devised by a teaching group from the Urbanism department that teaches at the Civil Engineering degree, and our students designed the graphic, volumetric, conceptual and packaging image of the game.

From the degree in Design, we managed to collaborate with all the core subjects of the second semester of the first year: Fundamentals of Design, Fundamentals of Volume and Fundamentals of Digital Imaging. All the elements of the game were designed: cards, board, chips, etc. and each subject was in charge of a part, but at the same time they worked together among all in the same global project.

It was decided to use different methodologies suitable for the proposal, such as Project Oriented Learning or Cooperative Learning. At the same time, because it was a commission from the Civil Engineering teaching staff, we used the Service-Learning methodology.

From the first moment, collaboration among all teachers of the different grades and subjects was a priority. Likewise, the students were divided into groups of four people and worked collaboratively.

It is a motivating project for students, since it has allowed them to unify objectives and be involved in the same project from different subjects, for more than a month. Students have used different workshops and classrooms as required. In addition, we have been able to verify how the fact that it was a commission carried out by people outside the scope of their classes, has motivated them to develop original and realistic ideas.

Subsequently, one of the projects presented by the students was chosen and materialized, producing all the elements of it. As a result, the students in this group continued to work and learn aspects necessary for the materialization of the game. Finally, the Civil Engineering students, to whom it was addressed, used it successfully in their classes. A survey was conducted and demonstrated the effectiveness of the methodologies.
Keywords:
Game, Art, Civil Engineering, Design, Collaborative Teaching.