{"title":"改变工程教育中的物联网技能发展:基于增强现实的学习环境的影响","authors":"Lav Soni, Ashu Taneja","doi":"10.1002/cae.70087","DOIUrl":null,"url":null,"abstract":"<div>\n \n <p>Traditional methods for teaching Internet-of-things (IoT) in engineering education often lack interactivity and hands-on engagement, limiting skill development. This study explores Augmented Reality (AR) based learning environment as a solution, enabling students to visualize real-time data flows, interact with virtual components, and configure IoT systems in a risk-free setting. Using tools like Unity 3D, Blender, Vuforia SDK, and Arduino IDE, an AR-based framework is developed and tested against traditional methods. The results show increased student engagement, knowledge retention, and skill acquisition, with a System Usability Score of 82.00%. The paper presents the framework's design, usability assessment, and comparative evaluation, highlighting AR's potential to enhance IoT education. It is observed that the proposed AR-based framework improves the skill retention by 36% over the traditional method. Further, the performance comparison of proposed method with traditional method is evaluated in terms of students' engagement, learning speed, and user satisfaction. In the end, the limitations of proposed study are addressed, and the future directions are presented.</p>\n </div>","PeriodicalId":50643,"journal":{"name":"Computer Applications in Engineering Education","volume":"33 6","pages":""},"PeriodicalIF":2.2000,"publicationDate":"2025-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Transforming IoT Skill Development in Engineering Education: The Influence of Augmented Reality-Based Learning Environment\",\"authors\":\"Lav Soni, Ashu Taneja\",\"doi\":\"10.1002/cae.70087\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<div>\\n \\n <p>Traditional methods for teaching Internet-of-things (IoT) in engineering education often lack interactivity and hands-on engagement, limiting skill development. This study explores Augmented Reality (AR) based learning environment as a solution, enabling students to visualize real-time data flows, interact with virtual components, and configure IoT systems in a risk-free setting. Using tools like Unity 3D, Blender, Vuforia SDK, and Arduino IDE, an AR-based framework is developed and tested against traditional methods. The results show increased student engagement, knowledge retention, and skill acquisition, with a System Usability Score of 82.00%. The paper presents the framework's design, usability assessment, and comparative evaluation, highlighting AR's potential to enhance IoT education. It is observed that the proposed AR-based framework improves the skill retention by 36% over the traditional method. Further, the performance comparison of proposed method with traditional method is evaluated in terms of students' engagement, learning speed, and user satisfaction. In the end, the limitations of proposed study are addressed, and the future directions are presented.</p>\\n </div>\",\"PeriodicalId\":50643,\"journal\":{\"name\":\"Computer Applications in Engineering Education\",\"volume\":\"33 6\",\"pages\":\"\"},\"PeriodicalIF\":2.2000,\"publicationDate\":\"2025-10-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Computer Applications in Engineering Education\",\"FirstCategoryId\":\"5\",\"ListUrlMain\":\"https://onlinelibrary.wiley.com/doi/10.1002/cae.70087\",\"RegionNum\":3,\"RegionCategory\":\"工程技术\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q3\",\"JCRName\":\"COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Computer Applications in Engineering Education","FirstCategoryId":"5","ListUrlMain":"https://onlinelibrary.wiley.com/doi/10.1002/cae.70087","RegionNum":3,"RegionCategory":"工程技术","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q3","JCRName":"COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS","Score":null,"Total":0}
Transforming IoT Skill Development in Engineering Education: The Influence of Augmented Reality-Based Learning Environment
Traditional methods for teaching Internet-of-things (IoT) in engineering education often lack interactivity and hands-on engagement, limiting skill development. This study explores Augmented Reality (AR) based learning environment as a solution, enabling students to visualize real-time data flows, interact with virtual components, and configure IoT systems in a risk-free setting. Using tools like Unity 3D, Blender, Vuforia SDK, and Arduino IDE, an AR-based framework is developed and tested against traditional methods. The results show increased student engagement, knowledge retention, and skill acquisition, with a System Usability Score of 82.00%. The paper presents the framework's design, usability assessment, and comparative evaluation, highlighting AR's potential to enhance IoT education. It is observed that the proposed AR-based framework improves the skill retention by 36% over the traditional method. Further, the performance comparison of proposed method with traditional method is evaluated in terms of students' engagement, learning speed, and user satisfaction. In the end, the limitations of proposed study are addressed, and the future directions are presented.
期刊介绍:
Computer Applications in Engineering Education provides a forum for publishing peer-reviewed timely information on the innovative uses of computers, Internet, and software tools in engineering education. Besides new courses and software tools, the CAE journal covers areas that support the integration of technology-based modules in the engineering curriculum and promotes discussion of the assessment and dissemination issues associated with these new implementation methods.