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From software engineering to machine learning: How students are being prepared for a digital economy

Students at DigiPen Institute of Technology Singapore work on projects that provide practical experience in software engineering and ensure a top-quality portfolio

Students at DigiPen (Singapore) are taught computer science and software engineering concepts through video game development. PHOTO: SINGAPORE INSTITUTE OF TECHNOLOGY

Architecture. Banking. E-commerce. These are among the wide slate of industries that computer science graduates of DigiPen Institute of Technology Singapore are charting careers in, thanks to an unexpected factor that helps them stand out: game development.

Well-known for its focus in the late noughties on developing talent for the video game sector, programmes at DigiPen (Singapore) today span not only digital media and entertainment, but also a variety of fields that drive the burgeoning digital economy. After all, simulation software – of which video games are a part of – are used in all aspects of science and engineering and by businesses, military and government for predicting the behaviours of systems, evaluating new designs, diagnosing problems and more. 

Out of its five bachelor's degree programmes, DigiPen (Singapore) jointly offers two programmes in computer science with the Singapore Institute of Technology (SIT): Bachelor of Science in Computer Science in Real-Time Interactive Simulation and Bachelor of Science in Computer Science in Interactive Media and Game Development.
  
Unlike other institutes, a programming background is not required for entry into DigiPen (Singapore)’s computer science programmes. Instead, the school leverages its experience in video game development to teach computer science and software engineering concepts from scratch.

Video game development is an inherently multi-disciplinary endeavour requiring knowledge of mathematics, physics, computer science, animation, music and audio engineering, design, storytelling, virtual reality and other interactive technologies. The process requires deep knowledge and understanding of mathematics and interesting and foundational aspects of computer science such as programming, data structures, algorithms, computer graphics, human-computer interactions, computer networking and more advanced topics such as distributed computing and parallel programming. 

“DigiPen’s innovative and unique degree programmes provide a resonant environment for understanding and exploring the cutting-edge technological, creative, and expressive potential of interactive digital media,” says DigiPen (Singapore) provost Prasanna Ghali. “The exciting interdisciplinary curriculum, taught by experienced professionals and professors from various disciplines, fosters a high degree of intellectual curiosity and individual inquiry.” 

The first three years of the programme are devoted to the creation of four major projects, including professional-quality games and interactive simulations. Students will form project groups with peers from the school’s user experience, digital art and interactive media programmes, learning from one another on how best to develop software and experiences that address real usability issues.

Teamwork is an essential part of DigiPen (Singapore)’s curriculum and training. PHOTO: DIGIPEN (SINGAPORE)

“Multi-disciplinary, team-based projects incorporate real-world problem solving in the early stages of their education. They provide students valuable hands-on experiences not only to develop core computer science and software engineering skills, but also hone soft skills related to creative problem solving, critical thinking and communication. Working as part of a team allows students to practice collaboration, listening, leadership, as well as time and resource management skills,” adds Prof Ghali.

“Nobody works in a silo, and having a computer scientist who can communicate effectively with their teams, bosses, and end-users is a big advantage in the workplace.”

This is demonstrated in the students’ fourth year of their studies, when they embark on their Integrated Work Study Programme (IWSP). This is a work placement programme that’s akin to an internship. The students’ cumulative years of experiential learning before this equips them with relevant practical skills to explore their interests in the evolving field of computer science and tackle real-world problems for organisations from the get go. 

The latest Ministry of Education Graduate Employment Survey found that graduates from the school’s Bachelor of Science in Computer Science in Real-Time Interactive Simulation commanded a median gross monthly salary of $5,500 with overall employment at 100 per cent.

Multi-disciplinary, industry-ready training 

To prepare graduates for the fast-evolving digital economy, DigiPen (Singapore) encourages hands-on learning through real-world projects, fostering problem-solving skills, collaboration and innovation among its students.

For example, its students experience an incubator-like environment in school, where they are expected to quickly prototype software. They also learn project management skills such as the scrum framework and agile software development techniques, all while learning to use a variety of programming languages, operating systems and software engineering management tools. 

The industry-ready training doesn’t stop there. Given the heavy emphasis that companies – regardless of industry – are now placing on gamification, the training at DigiPen (Singapore) will put its computer science graduates in good stead for pursuing software engineering careers in a variety of industries.

“When developing games, students have to solve the challenging problem of making their software as usable and engaging to as many people as possible. Beyond optimisation, they have to go one step further and think about how to make such complicated software intuitive to end users,” explains Prof Ghali.

“That is where things like usability and design thinking come into play. These are skills that a typical computer science programme may not necessarily focus on, but they are a core part of our education.” 

DigiPen (Singapore) provost Prasanna Ghali. PHOTO: DIGIPEN (SINGAPORE)

Having a gamer’s mindset, argues a Harvard Business Review article published earlier in March, encourages creativity, cultivates a problem-solving attitude and builds resilience to overcome failure.

Injecting fun into learning 

From the first school in the world to offer a bachelor’s degree in video game programming, DigiPen Institute for Technology, sited in the US tech hub of Redmond, is now known for producing graduates who are working for top global companies like Amazon, Dyson, Microsoft, PayPal, Tencent and many more.

The firsthand knowledge and exposure to trends shaping the digital industry naturally flows from DigiPen’s US programmes to its Singapore ones. At DigiPen (Singapore), the curriculum is constantly updated to factor in the latest developments in the digital landscape, such as augmented reality, machine learning and cloud computing. 

But how to sustain young people’s interest in topics such as algorithms, database systems and distributed computing? One way is by getting them to build things that they find fun and interesting, says Prof Ghali. “And everything that is fun about computer science can be found when you get down to the nuts and bolts of developing video games”.

To keep its students engaged, DigiPen (Singapore)’s programmes are designed around project work. Every trimester, students work on the equivalent of a capstone project to clock hands-on experience as practising software engineers in multi-disciplinary teams.

This ensures a solid understanding of concepts such as game engines, which are a software framework that developers use to create video games and simulations. 

For example, computer science students have to build their own custom engines to power their games. They have to ensure these engines allow for the addition of 2D and 3D graphics, managing digital memory resources, and simulating in-game physics, such as collisions.

“By teaching students to program from scratch, they have a better understanding of how the software system and its different layers work, and are able to build and manipulate systems more easily,” says Prof Ghali.

“By the time they graduate, they will not only have had the opportunity to combine theory and practice, but will also have built a portfolio of projects to showcase their knowledge and skills.”

For more information, visit DigiPen (Singapore).

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