TY - CONF
T1 - Piloting Experiential Learning through 360° Video and 3d Printing to Improve System Modelling
AU - Munoz Carpio, Juan Carlos
PY - 2019/6/15
Y1 - 2019/6/15
N2 - This research investigates the impact of experiential learning methods in teaching system modelling in a higher education ICT classroom. We hypothesize that the integration of visualization and gamification by incorporating 3d printed objects and a virtual video 3600 case scenario can improve learning motivation, engagement and enhance learning outcomes. The data was gathered through a usability test using a Likert scale from students (n=24) of two conditions (control group n=12 and experimental group n=12), using a design-based research methodology. Significant results were found for 11 of the 14 usability questions asked of the participants during the study. Preliminary results show that the experiential learning activities promoted engagement and motivation and had a positive effect on learning. Using 3d printed objects provides an added layer of facilitated interaction for individuals and between learners on the usability measures of manipulability, memorability, navigability and communication. However, measures of creativity, visibility and efficiency were not significant due to the delivery and novelty of the approach. Based on the positive results of the usability test, further work is required to refine the intervention. This includes unpacking the effects of visualization and gamification on motivation, engagement and learning in system modelling.
AB - This research investigates the impact of experiential learning methods in teaching system modelling in a higher education ICT classroom. We hypothesize that the integration of visualization and gamification by incorporating 3d printed objects and a virtual video 3600 case scenario can improve learning motivation, engagement and enhance learning outcomes. The data was gathered through a usability test using a Likert scale from students (n=24) of two conditions (control group n=12 and experimental group n=12), using a design-based research methodology. Significant results were found for 11 of the 14 usability questions asked of the participants during the study. Preliminary results show that the experiential learning activities promoted engagement and motivation and had a positive effect on learning. Using 3d printed objects provides an added layer of facilitated interaction for individuals and between learners on the usability measures of manipulability, memorability, navigability and communication. However, measures of creativity, visibility and efficiency were not significant due to the delivery and novelty of the approach. Based on the positive results of the usability test, further work is required to refine the intervention. This includes unpacking the effects of visualization and gamification on motivation, engagement and learning in system modelling.
U2 - https://doi.org/10.1145/3348400.3348411
DO - https://doi.org/10.1145/3348400.3348411
M3 - Paper
SP - 23
ER -