A Mixed-Reality Pedagogical Innovation in the Reality of a New Normal

A Mixed-Reality Pedagogical Innovation in the Reality of a New Normal
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新常态现实中的混合现实教学创新

DOI:
10.1061/9780784483428.018
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发表时间:
2021
期刊:
IFCEE 2021
影响因子:
--
通讯作者:
Wirth, Xenia
Wirth, Xenia
中科院分区:
--
文献类型:
--
作者:
Bennett, Victoria G.;Harteveld, Casper;Zastavker, Yevgeniya V.;Abdoun, Tarek;Hossein, Mohsen;Omidvar, Mehdi;Wen, Kejun;Wirth, Xenia

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我们所有人都不会忘记2020年。我们这些接受高等教育的人可能会把2020年春季学期视为我们教育方式的转折点。为了让高等教育为未来的危机做好准备,并创造一个更有活力、更有弹性和弹性的教育模式,我们现在必须从2019冠状病毒病危机中吸取教训。这对于工程教育尤其重要,因为工程教育依赖于与在线学习环境不一致的体验式教学实践。自2014年以来,一个多机构跨学科团队一直在通过混合现实游戏解决工程教育的改进问题,混合现实游戏是一种将传统课堂体验(例如,讲座,实验室工作)与虚拟活动(例如,基于游戏的学习)相结合的教育模式。我们认为,混合现实游戏教育模式可能有助于减轻类似covid -19危机的影响。在此,我们反思了在远程学习的重点期间,五个校区的岩土工程入门课程中混合现实游戏活动的实施情况,这将被视为2020年春季学期的标志。最终,从这些实施中收集的数据将用于研究混合现实游戏对学生学习结果的有效性(特别是学生和教师动机形成和被这种教育模式塑造的方式),以理解(1)混合现实游戏的作用;(2)教师和学生在危机中的动机转变。
All of us will never forget the year 2020. Those of us in higher education will perhaps reflect on the Spring 2020 semester as a turning point in our approach to education. To prepare higher education for future crises and to create a more buoyant, elastic, and resilient educational paradigm, it is imperative that we learn, right now, from the COVID-19 crisis. This is of particular importance for engineering education, which relies on experiential pedagogical practices that are incongruent with online learning environments. Since 2014, a multi-institutional interdisciplinary team has been addressing improvements to engineering education through mixed reality gaming, an educational model that integrates traditional classroom experiences (e.g., lectures, laboratory work) with virtual activities (e.g., game-based learning). We posit that a mixed reality gaming educational model may help mitigate the impact COVID-19-like crises. Herein, we reflect on implementations of a mixed-reality gaming activity in an introductory geotechnical engineering course on five campuses during the pivot to remote learning, which will be remembered as the hallmark of the Spring 2020 semester. Ultimately, the data gathered from these implementations will be used to study the effectiveness of mixed reality gaming on student learning outcomes (specifically, the ways in which student and instructor motivation shape and are shaped by this educational model) to understand (1) the role of mixed reality gaming; and (2) instructors’ and students’ motivational shifts during such crises.
动机是一条双向路:除了讲座之外还采用讨论的教学法显示更积极的学生动机反应
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