通过增强现实游戏式学习实施通用设计

Amarpreet Gill , Derek Irwin , Dave Towey , Yanhui Zhang , Pinzhuang Long , Linjing Sun , Wanling Yu , Yaxin Zheng
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摘要

高等教育(HE)中的技术整合为教育工作者提供了设计激励性学习环境的机会,特别是在设计与工程教育(DEE)中,技术在培养创造力、解决问题和创新方面发挥着独特的作用。本研究调查了增强现实(AR)教育游戏在设计与工程教育中的整合情况,重点关注制造与装配设计(DfMA)原则的教学。本研究的主要目的是通过应用创新的教学和学习策略,加强传统的 DfMA 教学和学习(T&L)实践。本研究测试了为个人学习机会设计的个别功能,以发现哪些元素在该环境中是最佳的,然后测试了 AR 游戏的拟议课内小组组件,有来自相应课程的 68 名参与者参与,尽管它目前尚未作为模块的一部分实施。我们采用混合方法来研究学生的体验,并确定有助于包容性教育体验的关键设计特征。研究结果强调了学生的积极体验,以及对动手参与、多模态内容和协作活动的偏好。此外,AR DfMA 游戏还有可能增强内在动力,创造积极的全纳学习环境。此外,还讨论了面临的挑战和需要改进的地方。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Implementing Universal Design through augmented-reality game-based learning

Technology integration in higher education (HE) provides educators with the opportunity to design stimulating learning environments, especially in design and engineering education (DEE) where it plays a unique role in nurturing creativity, problem-solving and innovation. This study investigates the integration of an augmented reality (AR) educational game in DEE, focusing on the teaching of Design for Manufacturing and Assembly (DfMA) principles. The primary aim of this research is to enhance traditional DfMA teaching and learning (T&L) practices by applying innovative T&L strategies. The resulting AR DfMA game, developed using digital game-based learning, microlearning and collaborative learning techniques, aligns with the Universal Design for Learning framework to create an inclusive learning environment that encourages participation from all students and supports several learning styles.

The study tests the individual features designed for personal study opportunities to discover which elements are optimal in that environment, and then on the proposed in-class group components of the AR game, involving 68 participants from the appropriate program, though it is not currently implemented as part of a module. We utilize a mixed methods approach to examine the students’ experience and identify key design features that contribute to an inclusive educational experience. The findings highlight positive student experiences, and preferences for hands-on engagement, multimodal content, and collaborative activities. The AR DfMA game also has the potential to enhance intrinsic motivation and create an active and inclusive learning environment. Challenges and areas for improvement are also discussed.

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