[Date]
TMS3723 Assignment 5
2024 - DUE 9 September
2024
QUESTIONS WITH ANSWERS
, TMS3723 Assignment 5 2024 - DUE 9 September 2024
1. How can problem-based learning be used to encourage students to think
critically (10 marks) and creatively and to develop their teamwork and
communication skills (10 marks)? (20)
2. How can context-based learning be effectively applied in indigenous knowledge
systems (IKS) situations to solve complex problems (10 marks) and deal with
challenges faced by communities or organisations (10 marks)? (20)
3. How can experiential learning be used to analyse and evaluate personal
experiences (10 marks), and to apply insights gained from those experiences to
new situations or contexts (10 marks)? (20)
4. How can game-based learning be adapted and modified to create new game
mechanics and challenges (10 marks) and to develop new strategies for engaging
and motivating learners (10 marks)? (20)
5. How can computer-based learning be used to design and develop new interactive
learning environments that leverage emerging technologies such as artificial
intelligence, virtual reality and gamification to enhance student engagement (10
marks) and improve learning outcomes (10 marks)?
1. How can problem-based learning (PBL) be used to encourage students to
think critically and creatively, and to develop their teamwork and
communication skills? (20 Marks)
Critical Thinking and Creativity (10 Marks):
• Real-World Problems: PBL presents students with real-world, open-ended
problems that require critical analysis and creative solutions. By engaging
TMS3723 Assignment 5
2024 - DUE 9 September
2024
QUESTIONS WITH ANSWERS
, TMS3723 Assignment 5 2024 - DUE 9 September 2024
1. How can problem-based learning be used to encourage students to think
critically (10 marks) and creatively and to develop their teamwork and
communication skills (10 marks)? (20)
2. How can context-based learning be effectively applied in indigenous knowledge
systems (IKS) situations to solve complex problems (10 marks) and deal with
challenges faced by communities or organisations (10 marks)? (20)
3. How can experiential learning be used to analyse and evaluate personal
experiences (10 marks), and to apply insights gained from those experiences to
new situations or contexts (10 marks)? (20)
4. How can game-based learning be adapted and modified to create new game
mechanics and challenges (10 marks) and to develop new strategies for engaging
and motivating learners (10 marks)? (20)
5. How can computer-based learning be used to design and develop new interactive
learning environments that leverage emerging technologies such as artificial
intelligence, virtual reality and gamification to enhance student engagement (10
marks) and improve learning outcomes (10 marks)?
1. How can problem-based learning (PBL) be used to encourage students to
think critically and creatively, and to develop their teamwork and
communication skills? (20 Marks)
Critical Thinking and Creativity (10 Marks):
• Real-World Problems: PBL presents students with real-world, open-ended
problems that require critical analysis and creative solutions. By engaging