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. Problem-Based Learning (PBL)
Encouraging Critical Thinking (10 marks):
1. Real-World Problems: PBL engages students in real-world problems
that require critical analysis, where they must assess information,
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. Problem-Based Learning (PBL)
Encouraging Critical Thinking (10 marks):
1. Real-World Problems: PBL engages students in real-world problems
that require critical analysis, where they must assess information,