全息表在大学讲座中的应用要求及学习模块

Bruna Pereira de Souza, Johannes Zysk, Samira Khodaei, Maximilian Weber, Anas Abdelrazeq, Dennis Kreutzer, Ingrid Isenhardt, Bernd Georg Lottermoser
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引用次数: 0

摘要

全息图是一种相对较新的技术,可以用于大学讲座。它们通过添加非常详细的物体和环境的三维(3D)可视化来增强学习体验,从而提高学生和教师的参与度。特别是在采矿工程教育中,全息图具有实现学习目标的巨大潜力,学生通常难以理解复杂的3D概念。在课堂上实施新技术时,必须考虑学生和教师的看法,以及课程的教学和技术要求。这些方面的考虑确保了一个有效的学习环境。本文提出了三个具有游戏化特征的全息模块的概念,其主要目的是支持对采矿工程内容的学习和理解。根据从教学要求和讲座技术方面提取的不同学习目标,开发了不同的概念模块。结果显示了执行的需求分析和设计的原型,以便在不同的教学设置中集成全息图表,例如研讨会,小组工作和正面讲座。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Requirements and Learning Modules for Implementing a Hologram Table in University Lectures
Holograms are relatively new technologies that can be used in university lectures. They enhance the learning experience by adding highly detailed three-dimensional (3D) visualization of objects and environments, which leads to more engagement of students and teachers. Particularly in mining engineering education, holograms have great potential to achieve learning goals, where students often struggle with understanding complex 3D concepts. When implementing new technologies in lectures, there is a must to consider the perception of students and teachers, as well as the didactical and technical requirements of courses. The consideration of these aspects ensures an effective learning environment. This paper presents the concept of three holo-modules with gamification features designed with the main goal of supporting the learning and understanding of mining engineering content. The different conceptual modules have been developed based on different learning objectives extracted from teaching requirements and technical aspects of the lectures. The results show a requirements analysis performed and the prototypes designed to integrate a hologram table in different teaching setups, such as seminars, group work, and frontal lectures.
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