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From Pixels to Possibilities
by
Yogesh Patil, Rachana
, Kulkarni, Rahul
2026
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From Pixels to Possibilities
by
Yogesh Patil, Rachana
, Kulkarni, Rahul
2026
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Journal Article
From Pixels to Possibilities
2026
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Overview
In today’s rapidly evolving technological landscape, traditional pedagogical approaches often fall short in preparing engineering students for real-world challenges. This article examines a novel experiential learning (EL) initiative implemented for third-year BTech computer engineering students in a computer graphics and gaming (CGG) course. Unlike conventional instruction methods, our approach immersed students in the complete lifecycle of game development—from conceptualization through implementation to public presentation. Working in collaborative teams, participants developed original 2D games and animation narratives while mastering graphics programming techniques, animation tools, and appropriate AI resources. The culmination was a public exhibition where eighty-one student developers showcased their creations to peers, faculty, school students, and industry professionals. We gathered comprehensive feedback from fifty-four school student visitors and external evaluators, employing both qualitative and quantitative metrics to assess project quality and learning impact. Notably, several exceptional projects attracted industry attention, resulting in museum deployment opportunities and two-month internships for selected students. This article details our methodological framework, implementation process, outcome analysis, and the initiative’s tangible real-world impact, demonstrating how immersive, project-based learning (PBL) significantly enhances student engagement, technical proficiency, and professional readiness in engineering education.
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