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

M. Romero-González, M. Bourguet
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引用次数: 0

摘要

在这篇正在进行的创新实践工作论文中,我们讨论了两个工程学科(计算机和材料科学)的融合,通过跨学科的学生-员工合作伙伴关系来共同创造基于技术的学习资源。这种伙伴关系是由生产者(计算机科学专业的学生和员工)和客户(材料科学专业的学生和员工)共同努力创建增强现实(AR)和虚拟现实(VR)互动模拟,这些模拟是由学生为学生制作的。学生与教职员的合作关系是通过角色、知识和经验的仔细平衡来实现的。我们通过将两个完全不同的学科结合在一起,通过课程分享很少的知识,实现了平等的伙伴关系。我们通过这种伙伴关系看到了多层次的好处:学生生产者培养了技术和专业技能,使他们能够胜任应对科学和社会挑战。学生客户获得了为制作人提供建议和指导以及管理项目所需的领域专业知识。对于教师来说,这也是一个独特的机会,因为他们可以从学生那里学习,并且在想法的开发和测试过程中可以提高他们的教学实践,并为课程开发开辟新的途径。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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.
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