Piloting Experiential Learning through 360° Video and 3d Printing to Improve System Modelling

Juan Carlos Muñoz-Carpio, Michael A. Cowling, James R. Birt
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引用次数: 2

Abstract

This research investigates the impact of experiential learning methods in teaching system modelling in a higher education ICT classroom. We hypothesize that the integration of visualization and gamification by incorporating 3d printed objects and a virtual video 3600 case scenario can improve learning motivation, engagement and enhance learning outcomes. The data was gathered through a usability test using a Likert scale from students (n=24) of two conditions (control group n=12 and experimental group n=12), using a design-based research methodology. Significant results were found for 11 of the 14 usability questions asked of the participants during the study. Preliminary results show that the experiential learning activities promoted engagement and motivation and had a positive effect on learning. Using 3d printed objects provides an added layer of facilitated interaction for individuals and between learners on the usability measures of manipulability, memorability, navigability and communication. However, measures of creativity, visibility and efficiency were not significant due to the delivery and novelty of the approach. Based on the positive results of the usability test, further work is required to refine the intervention. This includes unpacking the effects of visualization and gamification on motivation, engagement and learning in system modelling.
通过360°视频和3d打印试点体验式学习,以改善系统建模
本研究探讨了体验式学习方法在高等教育ICT课堂教学系统建模中的影响。我们假设,通过将3d打印对象和虚拟视频3600案例场景结合起来,可视化和游戏化可以提高学习动机、参与度并提高学习效果。采用基于设计的研究方法,采用李克特量表对两种情况(对照组n=12,实验组n=12)的学生(n=24)进行可用性测试。在研究期间向参与者提出的14个可用性问题中,有11个得到了显著的结果。初步结果表明,体验式学习活动促进了学生的投入和学习动机,对学习有积极的影响。使用3d打印对象为个人和学习者之间的可操作性、可记忆性、可导航性和通信的可用性措施提供了一层便利的交互。然而,由于该方法的交付和新颖性,对创造力、可见性和效率的衡量并不重要。基于可用性测试的积极结果,需要进一步的工作来完善干预。这包括揭示可视化和游戏化对系统建模的动机、参与和学习的影响。
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