实地考察及其对学生学习的影响:建筑管理课程实地考察与虚拟实地考察的知识评估比较

IF 0.9 4区 计算机科学 Q4 COMPUTER SCIENCE, SOFTWARE ENGINEERING
Amna Salman
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引用次数: 0

摘要

在建筑、工程和建筑(AEC)学科中,通过实地考察进行教学是非常有效的,因为它可以让学生在理论和实践之间架起一座桥梁。然而,由于时间、安全和成本的限制,带一个大班级去实地考察并不总是可行的。为了让未来的AEC专业人员做好充分的准备,各院校必须采用创新的方法来提供实地考察经验。其中一种方法是使用虚拟现实(VR)技术。创建3D VR建筑环境,让学生沉浸在虚拟世界中,可以提供一种吸引人的、有意义的体验。尽管AEC学校的研究人员已经在教育中开发和部署了许多虚拟实地考察(VFTs),但人们对它们提供相同知识基础的潜力知之甚少。出于这个原因,创建了一个VR应用程序来教学生关于钢结构的设计和建造,称为钢雕塑应用程序(SSA)。SSA作为VFT,钢框架结构的位置作为实际实地考察(AFT)。该研究是在2021年春季、夏季和秋季以及2022年春季和秋季学期的结构相关课程中进行的。每学期,学生被分成两组,一组是对照组,另一组是实验组。控制组通过AFTs学习,而实验组通过vft学习。在每次治疗结束时进行知识测试,以收集学生表现,理解和知识保留的定量数据。结果表明,学习虚拟家庭作业的学生得分高于学习虚拟家庭作业的学生。本文讨论了学生的评估结果和学生在需要时用vft代替AFTs的反馈。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Field Trips and Their Effect on Student Learning: A Comparison of Knowledge Assessment for Physical versus Virtual Field Trips in a Construction Management Course
Teaching through field trips has been very effective in the architecture, engineering and construction (AEC) disciplines as it allows students to bridge the gap between theory and practice. However, it is not always feasible to take a large class on field trips due to time, safety, and cost limitations. To adequately prepare future professionals in the AEC industry, it is imperative that institutions adopt innovative methods of providing the field trip experience. One such approach is using virtual reality (VR) technology. Creating 3D VR construction environments and immersing students in that virtual world could provide an engaging and meaningful experience. Although researchers in AEC schools have developed and deployed many virtual field trips (VFTs) in education, little is known about their potential to provide the same knowledge base. For that reason, a VR app was created to teach students about the design and construction of steel structures, called the Steel Sculpture App (SSA). The SSA served as a VFT, and the location of the steel frame structure served as the actual field trip (AFT). The research was conducted in structure-related courses in the spring, summer, and fall of 2021 and the spring and fall of 2022 semesters. Each semester, students were split into groups, one being the control group and the other being the experimental group. The control groups learned through AFTs, whereas the experimental groups learned through VFTs. A knowledge test was administered at the end of each treatment to collect quantitative data on the students’ performance, understanding, and knowledge retention. The results indicated that the students learning from VFTs scored higher than those learning from AFTs. The paper discusses student assessment results and student feedback about replacing AFTs with VFTs in times of need.
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来源期刊
Computer Animation and Virtual Worlds
Computer Animation and Virtual Worlds 工程技术-计算机:软件工程
CiteScore
2.20
自引率
0.00%
发文量
90
审稿时长
6-12 weeks
期刊介绍: With the advent of very powerful PCs and high-end graphics cards, there has been an incredible development in Virtual Worlds, real-time computer animation and simulation, games. But at the same time, new and cheaper Virtual Reality devices have appeared allowing an interaction with these real-time Virtual Worlds and even with real worlds through Augmented Reality. Three-dimensional characters, especially Virtual Humans are now of an exceptional quality, which allows to use them in the movie industry. But this is only a beginning, as with the development of Artificial Intelligence and Agent technology, these characters will become more and more autonomous and even intelligent. They will inhabit the Virtual Worlds in a Virtual Life together with animals and plants.
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