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Teaching Computer Graphics Through a Digital Humanities Project.

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    This study introduces an experiential learning approach for teaching computer graphics. Students engaged in a 3-D digital humanities project, enhancing practical skills through guided assignments.

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    Area of Science:

    • Computer Graphics Education
    • Digital Humanities
    • Experiential Learning

    Background:

    • Effective teaching of computer graphics is challenging.
    • Existing methods include lectures and interactive approaches.
    • This study explores an alternative pedagogical strategy.

    Purpose of the Study:

    • To describe an experiential learning approach for a university computer graphics course.
    • To assess the effectiveness of integrating digital humanities projects into technical education.
    • To evaluate student engagement and learning outcomes.

    Main Methods:

    • Implemented an experiential learning model in a computer engineering course.
    • Students participated in a 3-D modeling project of 16th-century Pavia.
    • Combined traditional lectures with task-based assignments and supervisor guidance.

    Main Results:

    • Students actively engaged in a real-world digital humanities project.
    • Theoretical concepts were applied in practical 3-D modeling tasks.
    • Learning was reinforced through independent research and problem-solving.

    Conclusions:

    • Experiential learning, particularly through digital humanities projects, can be an effective method for teaching computer graphics.
    • This approach fosters practical skills and deeper understanding.
    • Integrating project-based learning enhances student motivation and knowledge retention.