Project-Based Learning at Dracula Digital: A Comparative Perspective from Romania and Brunei
Abstract
:1. Introduction
2. The Literature Review
2.1. Project-Based Learning (PBL): A General Perspective
2.2. Project-Based Learning (PBL) and Short Film Productions
2.3. Project-Based Learning (PBL) in Intercultural Settings
3. Materials and Methods
3.1. Dracula Digital as a Sub-Programme of Dracula Film Festival—The Case Study
3.2. The Selected Dimensions of PBL Identified in Dracula Digital 2022
4. Results
- (1)
- Problem selection: This dimension concerns what students need to know at the end of their learning process. The selection is not necessarily made by the teacher, it could even be a result of suggestions from students. However, it is worth mentioning that teachers facilitate the entire learning process, ensuring that the problem that was selected for focus is aligned with the curriculum goal and/or the design of the activity. In the case of the Dracula Digital competition, the main problems were solving all the artistic tasks and technical troubleshooting, as well as the cross-cultural communication difficulties during the collaborative and creative process for both the three Bruneian and three Romanian students. One Romanian student admitted that this is his first time working with foreigners, and one Bruneian student articulated the major challenges that the Bruneian trio faced:
“For the challenge here is we’re just a team of three, so finding people to act for us and the camera work, and then we also need to create a whole storyline in just four days, I think. So, it was a challenge for us, especially for the places, because we’re not familiar with Brasov, with this country.”(Bruneian participant 1)
- (2)
- Problem purpose: This dimension concerns the content that students should acquire and is related to the problem selected. The purpose of the Dracula Digital competition was outright and clear: the three Bruneian and three Romanian students needed to team up to make a 3 min short film by using a smartphone camera and attempt to win the Dracula Digital Trophy 2022. This straightforward purpose crucially hinged on whether the team of the above students could solve all the complex, sometimes unpredictable, artistic and technical problems in the production process. This is precisely the ultimate goal of all kinds of media production education, which is highly aligned with the focus of most PBL projects on questions or problems that “drive” students to encounter the central concepts and principles of a discipline. As Thomas (2000) noted, projects must be designed to connect activities with the conceptual knowledge that the PBL approach aims to develop. From the outset, both the Bruneian and Romanian students knew their purpose for conducting the project, and they also knew the importance of planning to achieve their artistic purpose. As Bruneian participant 2 claimed,
“The filming process was very smooth, but the challenging part for us was the planning part. That’s the hardest part.”(Bruneian Participant 2)
“…exploring the streets and the people living here in Brasov, because they’re very welcoming and pleasant.”(Romanian participant 1)
- (3)
- The nature of educational objectives and control over selection: This dimension considers the alignment of the selected problem and purpose, as well as the overall objective of the course. It also concerns the decision-making procedure, identifying who is in control of deciding the learning activities. The Bruneian students enrolled in two modules, respectively, the Short Filmmaking and Transmedia Production modules, and were assigned to a total of seven production crews (three members in each crew) based on voluntary groupings to participate in the preliminary competition; the successful submitters of a three-minute short film received extra credits for the respective module on which they were enrolled. Only one crew, whose short film was selected by the director of Dracula Film Festival 2022, went to Brasov, Romania, representing Brunei and teaming up with three Romanian counterparts to compete in the final stage of the Dracula Digital 2022. The educational objective here was to hone the students’ production skills based on the knowledge they had learnt in class and nurture their ability to work collaboratively with creative peers to achieve an artistic goal. As Bruneian participant 2 reiterated,
“That’s the hard part for us, planning. It’s worth it. We believe that it is important to have very proper planning.”(Bruneian participant 2)
“The script was very good, and the planning was also very good…I saw the finished product, it was very good and interesting.”(Romanian participant 2)
- (4)
- The nature of the task: This dimension outlines the relevant skillsets and tasks to achieve the educational objectives. This was another ambiguous dimension in the case of the Dracula Digital competition, which required students to learn on their own by using their pragmatic skills and solving a slew of artistic tasks and troubleshooting technical challenges to complete their creative process, as well as to achieve the educational objectives for both themselves and their teachers. As Thomas (2000) noted, PBL projects involve students in a “constructive investigation” [65]; Dracula Digital was a goal-directed process for all participants, involving inquiry, knowledge building, and practical resolution. The structured format, which included three designated production days, three keywords revealed at the opening gala of DFF, and two programmed workshops over the course of three full working days, succeeded in facilitating the transformation and construction of knowledge. All the activities of the project were manageable for the students to execute and accomplish within the required 72 h by using their acquired techniques and skills (especially for the Bruneian students) and learning more through such an exercise process (for both Bruneian and Romanian students). One Bruneian student explained how she used nuanced technical knowledge for the short film’s soundtrack design:
“We don’t know how to do Foley (sound effects), so we have to search for copyright-free songs or audios from the internet. So, we have to go through each of the lists of audios to make sure that the audio actually matches with our action. I think that is really hard to match because I was quite sensitive to audio, so I would actually find something that is really specific or something really close to it.”(Bruneian participant 3)
“It was difficult because they were more professional than us.”(Romanian participant 2)
“For us, when the filming starts, the actors are very helpful, I would say. So, the filming process was very smooth.”(Bruneian participant 2)
- (5)
- The presentation of the problem: This dimension concerns two tasks, the identification and resolution of a problem, as well as the acquisition of knowledge along the process. Learners experienced real-life constraints that professionals in the field are often subjected to, such as limited time and inadequate information available. The six students, who majored in Media Productions (Brunei) and Digital Media (Romania), worked together professionally to make a three-minute short film with a smartphone camera to experience real-world production demands—from writing a solid script, making a viable production plan and scouting locations, to finishing filming and editing, and then submitting their end product to the online Dracula Digital Final Competition submission outlet within 72 h. It was a series of problem-identifying and problem-solving tasks, which made the learning process, sometimes, more painstaking and memorable.
“I was very, very tired that night. We finished at 3:30 AM. It was a lot of work,’ Romanian participant 1 stated. ‘We were all very worn out. But as the director, I tried to lift the mood for the rest of us, but I was also tired myself.”(Bruneian participant 1)
- (6)
- Problem format: This dimension concerns the number of sessions students are provided to reach the learning objectives. In terms of classes, it could be a 14-week session, which is equivalent to one semester in UBD; however, since the extra credits set for both the Short Film Making and Transmedia Production modules at UBD only cost 10 per cent of the coursework because of the required short-format productions, the sessions provided to the participatory students to finish their productions are much more intense and limited within one or two weeks. The three students selected for the final competition had three more days to work with their Romanian peers to finish another 3 min short film in Brasov, Romania, through an entirely new PBL process. The formats of all the problems facing the Bruneian and Romanian students jointly participating in the Dracula Digital final competition were realistic, not school-like, as encountered through the designed topics, tasks, and student roles, as well as their genuine practical experience. Contributing to this realistic dimension were the collaborators (Romanian students as collaborators and Bruneian students as the main playmakers), the tangible end product created, and the audiences for their product. The criteria for judging the competition were also well-defined, with an experienced jury panel judging for both the preliminary and final competition, presenting a high professional standard and real-life challenges for all the participating students within the highly competitive context of a well-known film festival. Moreover, the competition organisers facilitated three sessions of online masterclasses offered by experienced film makers for all the participating teams in the final competition to help them familiarise themselves with the competition format and the common problems they might face during the 72 h competition period. The joint team of Romanian and Bruneian students, like other finalist teams, benefited massively from attending the above masterclasses.
- (7)
- Process followed: This dimension concerns how learners carry out their learning. The learners can undergo the PBL process individually at the initial start of the process, and later they are expected to work with a teacher or in small groups. The configuration can vary according to the tasks. For the Dracula Digital competition participants in UBD, most of the process was completed by the seven three-member crews as independent learners. The lecturer was only involved with the initial introduction of the overall competition, an explanation of how to earn the extra credits, and the organisation of the production crew formations based on the voluntary grouping principle. While competing in the final stage of the Dracula Digital 2022, the lecturers from both sides only facilitated the formation of the cross-cultural joint crew, by introducing the three Bruneian students to their three Romanian peers. The majority of the PBL process was experienced and completed by the six students themselves, collaboratively. One of the lecturers documented their entire PBL process and made a short documentary film titled A Journey to Brasov (9 min), which was screened at the opening night of following year’s Dracula Film Festival, kicking off the Dracula Digital 2023 final competition. Both lecturers avoided intervening in the joint team’s creative process, to keep the competition process and result fair and objective. Therefore, the joint team finished their short film production independently and solved all the troubleshooting problems themselves; the feeling of the entire process, however, were somewhat different for Bruneian and Romanian students because of the different learning stages they were in. The three Bruneian students were all seniors, while their Romanian peers were all freshers at the competition time.
“It’s not something new for us because, for our previous production, we also did it without knowing what time it was, whether it was morning or night. We just continued doing and doing (on our project). But I think for our Romanian friends…”(Bruneian participant 3)
“It was pretty tiring; I’m not going to lie. But it was enjoyable for me. It was a new experience, and I learned a lot about acting as well from them, pretty much how to express more feelings through movements.”(Romanian participant 2)
- (8)
- Resources available: This dimension helps identify the resources that learners need to solve the problem that has been identified. Resources could include peers’ knowledge, expert advice, academic articles, etc. This dimension proved to be the most advantageous for the UBD student participants, who all had access to university production facilities, and some of them even owned their own high-quality production equipment for both filming and editing and had theoretical and pragmatic production knowledge learnt from the media production modules they had previously taken. For the joint production crew attending the final competition, the three senior Bruneian students majoring in media production provided most of the production expertise, experience, and skills, while the three freshers from Romania, as Brasov locals, contributed their knowledge of location scouting and their performances in leading roles to the success of the 3 min short film. As a senior media production student, Bruneian participant 3 specified that they decided to search for copyright-free songs or audio from the internet as the main soundtrack strategy, instead of Foley production, due to their unfamiliarity with the facilities and the timeline consideration. The aforementioned three masterclasses offered by the organisers during the competition period were also available resources, since they were very helpful for all the finalist teams in identifying, analysing, and solving some commonly encountered problems during their production process.
- (9)
- Role of the teacher: This dimension concerns the role of the teacher in the PBL process, and in most cases, it is preferable for the teacher to take on the facilitator’s role to maximise the learners’ opportunities to learn through the resolution of problems. The teacher would then be a figure who enhances the learning process and corrects misconceptions, should there be any. In the case of the Dracula Digital 2022, as was earlier elaborated about the process followed, both lecturers from Brunei and Romania indeed played the role of facilitators to motivate the six students to team up, solve and troubleshoot the problems, and accomplish their artistic tasks from preproduction, production, and postproduction, to the submission of their end product independently. Except for introducing the three Bruneian students to their three Romanian peers, the two teachers rarely interrupted the six students’ creative process, since they both believed that the students would learn the most from the mistakes they made during the production process, hence maximising the educational objectives of the learning process. Another reason for both lecturers avoiding intervening in the creative process, as mentioned previously, was to maintain the competition process and result being as fair and objective as possible.
- (10)
- The demonstration of learning: This dimension concerns the assessment, which is a familiar concept when it comes to formal learning in educational institutions. This final dimension involved two layers of assessment for the UBD participatory works: the first was the respective marks/grades for the seven three-minute short films evaluated under the scope of the two aforementioned UBD modules; the second layer of assessment was the selection process from the jury panel of the Dracula Digital 2022 for both the preliminary and final competition. The short film that was jointly produced by both the Bruneian and Romanian students went through the above two evaluation processes and the assessment result may have differed under the two evaluative scopes. Although their short film did not win the Dracula Digital 2022 final competition, as per Bruneian participant 2, the jury recognised their creative efforts and gave them very constructive feedback:
“After we talked to the jury, they said they liked the film and the idea. They like we tried to interpret it (key words) from a different perspective. They give us good feedback.”(Bruneian participant 2)
“Firstly, I was very shy and I didn’t think I would like it, but it was actually very fun and interesting. It’s like I smashed a button…I feel like I’ve evolved. I’m not that shy anymore.”(Romanian participant 3)
“Going to Romania itself, it really opens our minds and opens our eyes to see a bigger picture…I think it’s a huge eye-opener. Maybe I would like to bring some of it back to Brunei.”(Bruneian participant 2)
“Well, it was a very pleasant experience and kind of a different experience for me because it was my first time working with foreign nationals, and it was a truly exchange of cultures and experiences. I’m very glad I had the opportunity to work with the Bruneian students because they taught me a lot about filming, acting, and directing.”(Romanian participant 1)
5. Conclusions, Limitations, and Future Research Directions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
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Ling, M.; Liu, Y.; Nechita, F. Project-Based Learning at Dracula Digital: A Comparative Perspective from Romania and Brunei. Trends High. Educ. 2024, 3, 757-778. https://doi.org/10.3390/higheredu3030043
Ling M, Liu Y, Nechita F. Project-Based Learning at Dracula Digital: A Comparative Perspective from Romania and Brunei. Trends in Higher Education. 2024; 3(3):757-778. https://doi.org/10.3390/higheredu3030043
Chicago/Turabian StyleLing, Mayyer, Yong Liu, and Florin Nechita. 2024. "Project-Based Learning at Dracula Digital: A Comparative Perspective from Romania and Brunei" Trends in Higher Education 3, no. 3: 757-778. https://doi.org/10.3390/higheredu3030043
APA StyleLing, M., Liu, Y., & Nechita, F. (2024). Project-Based Learning at Dracula Digital: A Comparative Perspective from Romania and Brunei. Trends in Higher Education, 3(3), 757-778. https://doi.org/10.3390/higheredu3030043