{"title":"计算机和材料科学的融合,以创造基于技术的学习资源和新课程开发","authors":"M. Romero-González, M. Bourguet","doi":"10.1109/FIE49875.2021.9637382","DOIUrl":null,"url":null,"abstract":"In this Innovative Practice work in progress paper, we discuss the convergence of two engineering disciplines (computer and materials sciences) for the co-creation of technology-based learning resources, achieved through trans disciplinary student-staff partnerships. The partnerships are made of producers (computer science students and staff) and clients (materials science students and staff) working together towards the creation of Augmented Reality (AR) and Virtual Reality (VR) interactive simulations that are made by students for students. The student-staff partnership was achieved through a careful balance of roles, knowledge, and experience. We achieved an equal partnership through mixing two very disparate disciplines that share little knowledge through the curriculum. We have observed multi-level benefits through the partnership: the student-producers develop technical and professional skills that allow them to competently address scientific and societal challenges. The student-clients acquire domain expertise needed to advise and guide the producers and manage projects. This is also a unique opportunity for staff since they experience learning from students, and the process during the development and testing of ideas can enhance their teaching practice and open new avenues for curriculum development.","PeriodicalId":408497,"journal":{"name":"2021 IEEE Frontiers in Education Conference (FIE)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2021-10-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Computer and Materials Sciences convergence for the creation of technology based learning resources and new curriculum developments\",\"authors\":\"M. Romero-González, M. Bourguet\",\"doi\":\"10.1109/FIE49875.2021.9637382\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"In this Innovative Practice work in progress paper, we discuss the convergence of two engineering disciplines (computer and materials sciences) for the co-creation of technology-based learning resources, achieved through trans disciplinary student-staff partnerships. The partnerships are made of producers (computer science students and staff) and clients (materials science students and staff) working together towards the creation of Augmented Reality (AR) and Virtual Reality (VR) interactive simulations that are made by students for students. The student-staff partnership was achieved through a careful balance of roles, knowledge, and experience. We achieved an equal partnership through mixing two very disparate disciplines that share little knowledge through the curriculum. We have observed multi-level benefits through the partnership: the student-producers develop technical and professional skills that allow them to competently address scientific and societal challenges. The student-clients acquire domain expertise needed to advise and guide the producers and manage projects. This is also a unique opportunity for staff since they experience learning from students, and the process during the development and testing of ideas can enhance their teaching practice and open new avenues for curriculum development.\",\"PeriodicalId\":408497,\"journal\":{\"name\":\"2021 IEEE Frontiers in Education Conference (FIE)\",\"volume\":\"1 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2021-10-13\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2021 IEEE Frontiers in Education Conference (FIE)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/FIE49875.2021.9637382\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2021 IEEE Frontiers in Education Conference (FIE)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/FIE49875.2021.9637382","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Computer and Materials Sciences convergence for the creation of technology based learning resources and new curriculum developments
In this Innovative Practice work in progress paper, we discuss the convergence of two engineering disciplines (computer and materials sciences) for the co-creation of technology-based learning resources, achieved through trans disciplinary student-staff partnerships. The partnerships are made of producers (computer science students and staff) and clients (materials science students and staff) working together towards the creation of Augmented Reality (AR) and Virtual Reality (VR) interactive simulations that are made by students for students. The student-staff partnership was achieved through a careful balance of roles, knowledge, and experience. We achieved an equal partnership through mixing two very disparate disciplines that share little knowledge through the curriculum. We have observed multi-level benefits through the partnership: the student-producers develop technical and professional skills that allow them to competently address scientific and societal challenges. The student-clients acquire domain expertise needed to advise and guide the producers and manage projects. This is also a unique opportunity for staff since they experience learning from students, and the process during the development and testing of ideas can enhance their teaching practice and open new avenues for curriculum development.