Digitizing Dissection: A Case Study on Augmented Reality and Animation in Engineering Education

Author(s):  
Kevin G. Kearney ◽  
Elizabeth M. Starkey ◽  
Scarlett R. Miller

Abstract Advancing virtual education through technology is an important step for engineering education. This has been made evident by the educational difficulties associated with the 2020 Covid-19 pandemic. Maintaining educational standards while using virtual learning is something possibly solved through researching new educational technologies. A potential technology that can enhance virtual education is Augmented Reality, since it can show information that would otherwise not be easily experienced or obtained. Traditional learning tools fail to offer the ability to control objects and explore numerous perspectives the way augmented reality can. Augmented reality can be even further enhanced through the addition of animation. Animation could add the ability to see motion, increasing overall understanding as well as increasing the motivation to learn. When motion is not visualized, it must be perceived, which can increase cognitive load and cause the limitations of working memory to be met. Reaching the limits of working memory has been shown to negatively affect learning. Therefore, the purpose of this study was to identify the impact of digitizing product dissection on engineering student learning and cognitive load. Specifically, we sought to identify the impact of Augmented Reality and Animations through a full factorial experiment with 61 engineering students. The results of the study show that the virtual condition with animation exhibited increased effectiveness as a learning tool. It also showed that augmented reality is not significantly different than a virtual environment in the context of product dissection. The results of this study are used to explore future uses of augmented reality and animation in education, as well as lay the groundwork for future work to further explore these technologies.

Author(s):  
Kevin G. Kearney ◽  
Elizabeth M. Starkey ◽  
Scarlett R. Miller

Abstract Product dissection, in either physical or virtual form, has been found to be an effective learning tool. With the rapid growth of technology, effective virtual education tools have the potential to continue increasing in value. Although physical product dissection is often implemented in the classroom, there are some limitations to employing these tools. One such limitation is the inability to see into a product and view the internals of a product while it is functioning. Recent research has found that students who dissect physical or virtual products have similar conceptual understanding of products after dissection. Although there are promising findings for virtual dissection, there is still room for improvement in these virtual environments to enable better understanding of products. One way this may be possible is through the addition of animations, which show the functions of the internal components in a product, a capability that is currently not offered in virtual product dissection tools. These animations have the ability to show how a product works in ways unobtainable through physical product dissection and currently unavailable in virtual product dissection. Therefore, this research aims to explore the impact that animation in virtual product dissection has on learning and cognitive load for engineering students.


2019 ◽  
Vol 3 (02) ◽  
pp. 64-70
Author(s):  
Phuripoj Kaewyong ◽  
Shatchaya Duangchant

Currently, the System of Rice Intensification (SRI) is one method that can be applied and used to produce seeds of local rice species in highland areas. However, it can currently be seen that the traditional methods to transfer knowledge about SRI from the experts still have limitations in many aspects due to the number of farmers that have experienced success still being low. Some farmers do not have their own fields and it takes a period for farmers to test the rice growing. Currently, mobile devices are widely used in peoples’ lives. Many scholars focus on the application of mobile devices and the augmented reality (AR) technology for the simulation games in many issues while the use of AR-based mobile applications as the learning tools is not widespread. There-fore, in this study, we propose the development of an application on mobile devices with augmented reality technology in order to use it as media in sharing knowledge related to the methods of the System of Rice Intensification by virtual farms simulation. To examine the efficiency of this developed application. A total amount of participants were 512 farmers from 5 regions of Thailand. The experimental results demonstrated that the newly developed AR-based mobile application is effective for improved knowledge on the participants who used the developed application and it can help them to practice their SRI farming skill in the virtual farm simulation. This indicates that the developed AR-based mobile application is the benefits tool for the new knowledge transferring meth-od in the system of rice intensification. For future work, it is necessary to evaluate the farmer success after learning from this AR-based mobile application in order to study the impact of the new method of SRI knowledge transferring. Keywords—augmented reality, knowledge transferring, system of rice intensification.


Author(s):  
Elkin Taborda ◽  
Senthil K. Chandrasegaran ◽  
Lorraine Kisselburgh ◽  
Tahira Reid ◽  
Karthik Ramani

Engineering graduates in advancing economies are not only expected to have engineering knowledge, but also use them in creative and innovative ways. The importance of visual thinking has been critical for creativity and innovation in design. However, today’s engineering students are proficient in detailed design tools but lacking in conceptual design and ideation, and engineering curricula needs to develop a more effective framework for teaching visual thinking. In this paper, we report our efforts to embed principles of design thinking and visual thinking practices, like McKim’s “seeing, imagining and drawing” cycle [1]. We use a toy design course in mechanical engineering for our pilot study as a scaffold for introducing these principles in an engaging, creative, and fun environment. We introduced free-hand sketching as a tool for visual thinking during the design and communication of concepts. We also report the impact of these changes through information gleaned from student feedback surveys and analysis of design notebooks. We use our findings to propose ways to provide the students with a set of balanced techniques that help them in visual thinking, communication, and design. An improved implementation of this experience is discussed and future work is proposed to overcome barriers to thinking and communication.


Author(s):  
Weihang Zhu ◽  
Kendrick Aung ◽  
Bhavan Parikh ◽  
Jiang Zhou ◽  
Malur Srinivasan ◽  
...  

This paper presents our recent investigation on the impact of 3D haptic-augmented learning tools on Dynamics, which is a basic course in most of the engineering education program. Dynamics is considered to be one of the most difficult and non-intuitive courses that engineering students encounter during their undergraduate study because the course combines basic Newtonian physics and various mathematical concepts such as vector algebra, geometry, trigonometry, and calculus and these were applied to dynamical systems. Recent advances in Virtual Reality and robotics enable the human tactual system to be stimulated in a controlled manner through 3-dimensional (3D) force feedback devices, a.k.a. haptic interfaces. In this study, 3D haptic-augmented learning tools are created and used to complement the course materials in Dynamics course. Experiments are conducted with a group of Mechanical Engineering students in the Dynamics class. The assessment result shows that the innovative learning tools: 1) allow the students to interact with virtual objects with force feedback and better understand the abstract concepts by investigating the dynamics responses; 2) stimulate the students’ learning interests in understanding the fundamental physics theories.


Author(s):  
Majed Jarrar ◽  
Hanan Anis

Engineering schools are integrating entrepreneurship within their curriculum in order to equip their students with the capacity to adapt quickly to technological innovation. The University of Ottawa has developed an entrepreneurship course that is open to all engineering students, and aims to provide them with a hands-on approach to starting and growing a technology start-up. This paper is centred on assessing the students who took this course. The results of the survey analyze the impact entrepreneurship has had on their engineering skillset. This skillset reflects the graduate attributes that the Canadian Engineering Accreditation Board (CEAB) expects engineering students to develop. We will observe whether this impact has changed since the inception of this course in 2012 and throughout 5 course cycles. Using the survey results as well as the direct observation during those semesters, we present our analysis on how these outcomes can be replicated in other environments.


2013 ◽  
Vol 41 (1) ◽  
pp. 17-30 ◽  
Author(s):  
Chin-Hung Lin ◽  
Shu-Ching Yang ◽  
Chin-Chi Lai

In this study we analyzed the role that support plays in undergraduate students' learning processes in an e-portfolio context. Three categories of support were identified and used in this study: peer, instructional, and document support. Questionnaire data from 374 undergraduate students were collected and analyzed. Results indicate that support plays a mediating role in cognitive load and learning outcomes when e-portfolios are used in a classroom setting. The results also show that e-portfolio tools increase the cognitive demands on students and that students perceive better learning outcomes in a course when they receive more support. This information could be used to improve our understanding of how educational assessment systems and learning tools should be designed and implemented.


Author(s):  
Brent C Houchens

Service and design provide mechanisms to introduce students to successive stages of engineering education.  These activities positively influence outreach to K-12 students, recruiting of women and underrepresented minorities to engineering, retention of undergraduate engineering students, and encouragement and funding for graduate education.  Furthermore, service and design provide continuity and motivation across engineering education.  These offer experiential learning opportunities in practical problem solving, while simultaneously promoting personal development of communication skills and team leadership.  Strategies are discussed for implementing service and design components in engineering education at all levels, from K-12 to graduate education.  For K-12 outreach, a mentoring program called DREAM is highlighted.  Opportunities for outreach and externally reviewed proposal writing and presentations are discussed in the context of undergraduate design.  These can be implemented through both traditional course work and alternative design projects.  Finally, the impact of all of the above activities on graduate education, particularly graduate funding, is discussed.


TEM Journal ◽  
2020 ◽  
pp. 1687-1691
Author(s):  
Ioana Opriș ◽  
Cristina Sorana Ionescu ◽  
Sorina Costinaș ◽  
Daniela Elena Gogoașe Nistoran

The overall objective of this paper is to propose a viable approach to quality Education in Power Engineering during the COVID-19 period. To this end, we base the study on our previous steps in implementing Augmented Reality technology for training future engineers in the field of energy. To cope with the present challenges brought by the COVID-19 pandemic, we analyzed the necessary paradigm shift to maintain the benefits of using Augmented Reality in teaching.


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