Online virtual environments where students can learn and interact somewhat realistically have great potential for engineering studies, such as course resources, tools, and software that support learning and educational practice. Here, we present a collaborative virtual environment for interactive learning and immersive visualization with an interdisciplinary perspective. It allows users to visualize and sample complex scenarios' structures and dynamics and interact with other users in the same virtual environment. A series of controlled studies have been made in which participants were tasked with various emergency decision goals. Moreover, it can also support the following integrated functions: 3-D spatial analysis, 3-D visualization for spatial process, and 3-D spatial decision-making. The performance evaluation results confirmed the proposed virtual environment's higher usability and user satisfaction. This approach will be able to express opportunities for extending interdisciplinary knowledge in engineering education and support the students in their creativity and collaboration skills.
A Framework for Desktop Virtual Reality Application for EducationMangaiK4
Abstract: Contemporary custom in education encourages students to gain exposure in the real world through student visits (field visits) to sites in count to conventional textbooks and lectures. This disclosure helps students to experience real world situations and integrate this experience into knowledge learned in class. This is important to students in various disciplines such as engineering, architecture and transportation. Students, however, have limited on-site access due to issues related to safety concerns, cost and effort. In an attempt to address such issues, Virtual Reality (VR) applications have been developed and implemented. With the growth in the number of VR applications, there is currently a lack of information about the design issues of VR applications from the standpoint of integrating different types of information associated with the real world. This paper aims to bridge this gap by evaluating VR applications with respect to these issues and highlights the lessons learned from the appropriate evaluations. The results demonstrate that VR application, which links different sources of information (as developed in this paper), promotes better learning than conventional printed materials and that students professed it positively as a precious complement to a physical field visit. The design recommendations for the development of similar VR learning applications are further discussed in this paper.
A Framework for Desktop Virtual Reality Application for EducationMangaiK4
Abstract: Contemporary custom in education encourages students to gain exposure in the real world through student visits (field visits) to sites in count to conventional textbooks and lectures. This disclosure helps students to experience real world situations and integrate this experience into knowledge learned in class. This is important to students in various disciplines such as engineering, architecture and transportation. Students, however, have limited on-site access due to issues related to safety concerns, cost and effort. In an attempt to address such issues, Virtual Reality (VR) applications have been developed and implemented. With the growth in the number of VR applications, there is currently a lack of information about the design issues of VR applications from the standpoint of integrating different types of information associated with the real world. This paper aims to bridge this gap by evaluating VR applications with respect to these issues and highlights the lessons learned from the appropriate evaluations. The results demonstrate that VR application, which links different sources of information (as developed in this paper), promotes better learning than conventional printed materials and that students professed it positively as a precious complement to a physical field visit. The design recommendations for the development of similar VR learning applications are further discussed in this paper.
The Effects of Computer-assisted and Distance Learning of Geometric ModelingRushan Ziatdinov
Omer Faruk Sozcu, Rushan Ziatdinov, Ismail Ipek. (2013). The effects of computer assisted and distance learning of geometric modelling, European Researcher 39(1-2), pp. 175-181.
The effects of computer-assisted and distance learning of geometric modeling and computer aided geometric design are studied. It was shown that computer algebra systems and dynamic geometric environments can be considered as excellent tools for teaching mathematical concepts of mentioned areas, and distance education technologies would be indispensable for consolidation of successfully passed topics.
The Smile project is an engineering service-learning initiative carried out through collaboration between Chouaib Doukkali University in Morocco and Pusan National University in South Korea. Since 2016, this project has been conducted annually for engineering students from both universities. Participants are selected through an oral interview, ensuring representation from different majors, years, and genders. Due to the COVID-19 pandemic, the project transitioned to an online mode starting from 2020. The objective of this article is to investigate the impact of the service-learning approach on learning and its potential for enhancing engineering education. This study aims to compare the face-to-face and online implementations of the Smileproject as examples of this educational approach. The analysis demonstrates a strong positive effect of engineering service-learning as a learning approach, leading to the improvement of engineering students' skills and competencies. Notably, there is minimal difference between the two implementation modes of this learning approach.
A Framework for Desktop Virtual Reality Application for EducationMangaiK4
Abstract: Contemporary custom in education encourages students to gain exposure in the real world through student visits (field visits) to sites in count to conventional textbooks and lectures. This disclosure helps students to experience real world situations and integrate this experience into knowledge learned in class. This is important to students in various disciplines such as engineering, architecture and transportation. Students, however, have limited on-site access due to issues related to safety concerns, cost and effort. In an attempt to address such issues, Virtual Reality (VR) applications have been developed and implemented. With the growth in the number of VR applications, there is currently a lack of information about the design issues of VR applications from the standpoint of integrating different types of information associated with the real world. This paper aims to bridge this gap by evaluating VR applications with respect to these issues and highlights the lessons learned from the appropriate evaluations. The results demonstrate that VR application, which links different sources of information (as developed in this paper), promotes better learning than conventional printed materials and that students professed it positively as a precious complement to a physical field visit. The design recommendations for the development of similar VR learning applications are further discussed in this paper.
A Framework for Desktop Virtual Reality Application for EducationMangaiK4
Abstract: Contemporary custom in education encourages students to gain exposure in the real world through student visits (field visits) to sites in count to conventional textbooks and lectures. This disclosure helps students to experience real world situations and integrate this experience into knowledge learned in class. This is important to students in various disciplines such as engineering, architecture and transportation. Students, however, have limited on-site access due to issues related to safety concerns, cost and effort. In an attempt to address such issues, Virtual Reality (VR) applications have been developed and implemented. With the growth in the number of VR applications, there is currently a lack of information about the design issues of VR applications from the standpoint of integrating different types of information associated with the real world. This paper aims to bridge this gap by evaluating VR applications with respect to these issues and highlights the lessons learned from the appropriate evaluations. The results demonstrate that VR application, which links different sources of information (as developed in this paper), promotes better learning than conventional printed materials and that students professed it positively as a precious complement to a physical field visit. The design recommendations for the development of similar VR learning applications are further discussed in this paper.
The Effects of Computer-assisted and Distance Learning of Geometric ModelingRushan Ziatdinov
Omer Faruk Sozcu, Rushan Ziatdinov, Ismail Ipek. (2013). The effects of computer assisted and distance learning of geometric modelling, European Researcher 39(1-2), pp. 175-181.
The effects of computer-assisted and distance learning of geometric modeling and computer aided geometric design are studied. It was shown that computer algebra systems and dynamic geometric environments can be considered as excellent tools for teaching mathematical concepts of mentioned areas, and distance education technologies would be indispensable for consolidation of successfully passed topics.
The Smile project is an engineering service-learning initiative carried out through collaboration between Chouaib Doukkali University in Morocco and Pusan National University in South Korea. Since 2016, this project has been conducted annually for engineering students from both universities. Participants are selected through an oral interview, ensuring representation from different majors, years, and genders. Due to the COVID-19 pandemic, the project transitioned to an online mode starting from 2020. The objective of this article is to investigate the impact of the service-learning approach on learning and its potential for enhancing engineering education. This study aims to compare the face-to-face and online implementations of the Smileproject as examples of this educational approach. The analysis demonstrates a strong positive effect of engineering service-learning as a learning approach, leading to the improvement of engineering students' skills and competencies. Notably, there is minimal difference between the two implementation modes of this learning approach.
Growing the Knowledge Tree: Core concepts, methods, outcomes, and toolsLeonel Morgado
iLRN 2023 special session.
The Immersive Learning Knowledge Tree is a conceptual framework that supports a common understanding of the diverse field of immersive learning. The ILKT is based on 1) The premise of the importance of developing a common language; 2) The premise of the importance of not only using similar terminology as other researchers, but also having a deep understanding of how the methods researchers utilize in their own research are similar or different from those used by others; and 3) The premise of advancing the use of common theoretical approaches and models. Since its initial inception, the ILKT has developed core concepts, methods, outcomes, and tools/instruments. The ILKT also has significant plans for future development. This presentation will provide a brief overview of what the ILKT is, what has been done to develop it thus far, and what our plans are for the future.
Adoption of Digital Learning Technology: An Empirical Analysis of the Determi...IJAEMSJORNAL
Technology has advanced significantly from the analogue period to the digital era. Digital Learning Technology (DLT) is a learning paradigm based on the use of ubiquitous latest technologies, by using smart devices. It can be described as a learning environment that is assisted in daily life by wireless networks, mobile, and embedded computers. It aims to offer content and interaction to students wherever they are, at any time. The learning process has advanced thanks to the technology revolution, which has also fundamentally altered how knowledge is shared and learned. At present, there exist other frameworks too, but they are centered towards different paradigms, and point of view pertaining to DLT with its emphasis on Telecommunication Sector has not been taken into consideration. As, existing frameworks are centered towards different environments hence there exists a need to add dimensions of Empowered Learner, Digital Citizen, Knowledge Curator, Innovative Designer, Computational Thinker and Creator, Communicator & Global Collaborator. These have not been integrated together in existing available research. The study will ascertain level of knowledge of DLT and examined factors which affect the adoption rate, use, and role of DLT in telecoms setups. The results of this research will help create a framework that, if used in any academic or learning setting in a technology-based firm.
Application of Virtual Reality in a Learning ExperienceIJERA Editor
The project is an application that allows users to interact in a virtual environment via a web interface, in which
models are in three dimensions to simulate different activities. The application focuses on education with virtual
reality technology, enriching the student's perception through the interaction with objects in an artificial world,
facilitating their learning. A website was designed for this purpose, on which the application can be executed
directly in the web browser with the help of a plugin or downloaded and run as a native application. The user
navigates in the virtual environment containing a three-dimensional replica of one of the laboratories of the
Polytechnic School N.U.E.. The tests consisted of running the model and laboratory simulations. The results
obtained from forms show that the use of virtual reality is valid, accepted and helps understanding the context of
the simulations
A vast majority of students in computing and related disciplines expect to interact with their systems and computing devices using a graphical user interface. Any other means of interacting with a device is deemed unseemly and is quickly met with frustration and rejection. This can partly be attributed to the fact that most operating systems and the tools that run on these platforms offer a rich “point-and-click” interface in an effort to make their systems user friendly. However, in contrast, when it comes to the study of system and cyber security, a mastery over the console and the command-line interface is imperative. In our experience in teaching most courses on system and cyber security, students seem to have the greatest difficulty in using the console/command-prompt/shell. This issue is further exacerbated since many security and related open source forensics tools are designed to run in a Unix-based environment, typically a shell, and even fewer students are familiar with the UNIX environment and find the entire experience all the more daunting. Even the simple command-prompt, ubiquitous on all Microsoft Windows operating systems, is met with significant disdain by today's students, both at the graduate and undergraduate levels. There are several solutions that have been proposed and designed to alleviate this exact issue in the field of computer programming. Video tool, Dragon Drop Pictorial Programming, Alice and Jpie are various stand-alone tools introduced to ease the inherent challenges in learning a new programming language and environment. To alleviate this situation, in this paper, we propose the first tool of its kind, to the best of our knowledge, which aims to tutor a console application using a graphical interface and adapts to the students' progress. The ultimate aim is to eliminate students' dependence on graphical interfaces and convert her to a power user of a system. Our tool, called Interactive Bash Shell Adaptive Tutoring System (iBaTs), enables students to familiarize themselves with the UNIX environment and the Bash Shell on a Windows operating system. In this work, we discuss the architecture of our tutoring program and demonstrate that our system sports several innovative pedagogical features that makes it a unique, fun, encouraging and adaptive learning environment. To the best of our knowledge, this is the first such effort that aims to address this issue.
International Journal of Engineering Research and Applications (IJERA) is an open access online peer reviewed international journal that publishes research and review articles in the fields of Computer Science, Neural Networks, Electrical Engineering, Software Engineering, Information Technology, Mechanical Engineering, Chemical Engineering, Plastic Engineering, Food Technology, Textile Engineering, Nano Technology & science, Power Electronics, Electronics & Communication Engineering, Computational mathematics, Image processing, Civil Engineering, Structural Engineering, Environmental Engineering, VLSI Testing & Low Power VLSI Design etc.
Blockchain and machine learning in education: a literature reviewIAESIJAI
There is a growing influence around the use of technology in education, with many solutions already being implemented and many others being explored. Using various forms of technology to assist the educational process has increased dramatically in the previous decade in education systems in many respects. Both machine learning and the blockchain have had a significant impact on education. The purpose of this study is to conduct a literature review on the application of machine learning and blockchain technology in educational institutions. Additionally, this study examines the potential applications, benefits, and challenges those educational institutions may face as a result of using machine learning and blockchain technologies. Using machine learning and blockchain in educational systems will have a positive impact on the entire educational process and student achievement. Researchers, academics, and practitioners will benefit from this study to focus on a wider range of educational applications and solve the related issues of machine learning and blockchain technology in the education sector.
A PRELIMINARY STUDY ON MULTIDISCIPLINARY DESIGN FRAMEWORK IN A VIRTUAL REALIT...ijma
This article presents a preliminary study on the effectiveness of the multidisciplinary design framework
(MDF) for teaching and learning in a Virtual Reality Learning Environment (VRLE). The aim of the study
was to investigate the students’ learning experiences with fully remote multidisciplinary groups, practicing
collaborative design in a VRLE. The objective was to introduce and implement a synchronous
multidisciplinary design teaching and learning engagement framework with asynchronous online
documentation that manages and evaluates evidence of learning outcomes. This study employed a
sequential explanatory mixed method research on a quasi-experiment involving 30 undergraduate students
from the creative media specializations in collaboration with 39 other students from the business,
computing, communication, and product design degree students over a 14- weeks duration. Students were
surveyed using online questionnaires, interviews, and observations by the module facilitator for the
quantitative and qualitative data collection. A triangulation protocol was used for the convergence coding
of three data sets. Results revealed that there were 85% students scoring grade A’s as compared to 69.3%
from the previous cohort that was without the framework and VRLE support. Overall, the students’
commented that the multidisciplinary design collaboration was beneficial, realizing the advantage of
collaborating to merge various skill sets and knowledge to solve problems that couldn’t be solved alone.
The study’s finding implied that the MDF effectively achieved the teaching and learning outcomes and
could be applied to all higher education multidisciplinary collaborations in a VRLE.
A Preliminary Study on Multidisciplinary Design Framework in a Virtual Realit...ijma
This article presents a preliminary study on the effectiveness of the multidisciplinary design framework (MDF) for teaching and learning in a Virtual Reality Learning Environment (VRLE). The aim of the study was to investigate the students’ learning experiences with fully remote multidisciplinary groups, practicing collaborative design in a VRLE. The objective was to introduce and implement a synchronous multidisciplinary design teaching and learning engagement framework with asynchronous online documentation that manages and evaluates evidence of learning outcomes. This study employed a sequential explanatory mixed method research on a quasi-experiment involving 30 undergraduate students from the creative media specializations in collaboration with 39 other students from the business, computing, communication, and product design degree students over a 14- weeks duration. Students were surveyed using online questionnaires, interviews, and observations by the module facilitator for the quantitative and qualitative data collection. A triangulation protocol was used for the convergence coding of three data sets. Results revealed that there were 85% students scoring grade A’s as compared to 69.3% from the previous cohort that was without the framework and VRLE support. Overall, the students’ commented that the multidisciplinary design collaboration was beneficial, realizing the advantage of collaborating to merge various skill sets and knowledge to solve problems that couldn’t be solved alone. The study’s finding implied that the MDF effectively achieved the teaching and learning outcomes and could be applied to all higher education multidisciplinary collaborations in a VRLE.
SVHsIEVs for Navigation in Virtual Urban Environmentcsandit
Many virtual reality applications, such as training, urban design or gaming are based on a rich
semantic description of the environment. This paper describes a new representation of semantic
virtual worlds. Our model, called SVHsIEVs1
should provide a consistent representation of the
following aspects: the simulated environment, its structure, and the knowledge items using
ontology, interactions and tasks that virtual humans can perform in the environment. Our first
main contribution is to show the influence of semantic virtual objects on the environment. Our
second main contribution is to use these semantic informations to manage he tasks of each
virtual object. We propose to define each task by a set of attributes and relationships, which
determines the links between attributes in tasks, and links between other tasks. The architecture
has been successfully tested in 3D dynamic environments for navigation in virtual urban
environments.
Many virtual reality applications, such as training, urban design or gaming are based on a rich
semantic description of the environment. This paper describes a new representation of semantic
virtual worlds. Our model, called SVHsIEVs1should provide a consistent representation of the
following aspects: the simulated environment, its structure, and the knowledge items using
ontology, interactions and tasks that virtual humans can perform in the environment. Our first
main contribution is to show the influence of semantic virtual objects on the environment. Our
second main contribution is to use these semantic informations to manage he tasks of each
virtual object. We propose to define each task by a set of attributes and relationships, which
determines the links between attributes in tasks, and links between other tasks. The architecture
has been successfully tested in 3D dynamic environments for navigation in virtual urban
environments.
Interfacing of Java 3D objects for Virtual Physics Lab (VPLab) Setup for enco...IOSR Journals
During this paper we target the combination of web accessible physics experiments (VPLabs) combined with the Sun’s toolkit for making cooperative 3D virtual worlds. Among such a cooperative setting these tools give the chance for academics and students to figure along as avatars as they control actual instrumentation, visualize natural phenomenon generated by the experiment, and discuss the results. Especially we'll define the steps of integration, future goals, yet because the price of a collaboration area in Wonderland's virtual world.
Telegram is a messaging platform that ushers in a new era of communication. Available for Android, Windows, Mac, and Linux, Telegram offers simplicity, privacy, synchronization across devices, speed, and powerful features. It allows users to create their own stickers with a user-friendly editor. With robust encryption, Telegram ensures message security and even offers self-destructing messages. The platform is open, with an API and source code accessible to everyone, making it a secure and social environment where groups can accommodate up to 200,000 members. Customize your messenger experience with Telegram's expressive features.
Grow Your Reddit Community Fast.........SocioCosmos
Sociocosmos helps you gain Reddit followers quickly and easily. Build your community and expand your influence.
https://www.sociocosmos.com/product-category/reddit/
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iLRN 2023 special session.
The Immersive Learning Knowledge Tree is a conceptual framework that supports a common understanding of the diverse field of immersive learning. The ILKT is based on 1) The premise of the importance of developing a common language; 2) The premise of the importance of not only using similar terminology as other researchers, but also having a deep understanding of how the methods researchers utilize in their own research are similar or different from those used by others; and 3) The premise of advancing the use of common theoretical approaches and models. Since its initial inception, the ILKT has developed core concepts, methods, outcomes, and tools/instruments. The ILKT also has significant plans for future development. This presentation will provide a brief overview of what the ILKT is, what has been done to develop it thus far, and what our plans are for the future.
Adoption of Digital Learning Technology: An Empirical Analysis of the Determi...IJAEMSJORNAL
Technology has advanced significantly from the analogue period to the digital era. Digital Learning Technology (DLT) is a learning paradigm based on the use of ubiquitous latest technologies, by using smart devices. It can be described as a learning environment that is assisted in daily life by wireless networks, mobile, and embedded computers. It aims to offer content and interaction to students wherever they are, at any time. The learning process has advanced thanks to the technology revolution, which has also fundamentally altered how knowledge is shared and learned. At present, there exist other frameworks too, but they are centered towards different paradigms, and point of view pertaining to DLT with its emphasis on Telecommunication Sector has not been taken into consideration. As, existing frameworks are centered towards different environments hence there exists a need to add dimensions of Empowered Learner, Digital Citizen, Knowledge Curator, Innovative Designer, Computational Thinker and Creator, Communicator & Global Collaborator. These have not been integrated together in existing available research. The study will ascertain level of knowledge of DLT and examined factors which affect the adoption rate, use, and role of DLT in telecoms setups. The results of this research will help create a framework that, if used in any academic or learning setting in a technology-based firm.
Application of Virtual Reality in a Learning ExperienceIJERA Editor
The project is an application that allows users to interact in a virtual environment via a web interface, in which
models are in three dimensions to simulate different activities. The application focuses on education with virtual
reality technology, enriching the student's perception through the interaction with objects in an artificial world,
facilitating their learning. A website was designed for this purpose, on which the application can be executed
directly in the web browser with the help of a plugin or downloaded and run as a native application. The user
navigates in the virtual environment containing a three-dimensional replica of one of the laboratories of the
Polytechnic School N.U.E.. The tests consisted of running the model and laboratory simulations. The results
obtained from forms show that the use of virtual reality is valid, accepted and helps understanding the context of
the simulations
A vast majority of students in computing and related disciplines expect to interact with their systems and computing devices using a graphical user interface. Any other means of interacting with a device is deemed unseemly and is quickly met with frustration and rejection. This can partly be attributed to the fact that most operating systems and the tools that run on these platforms offer a rich “point-and-click” interface in an effort to make their systems user friendly. However, in contrast, when it comes to the study of system and cyber security, a mastery over the console and the command-line interface is imperative. In our experience in teaching most courses on system and cyber security, students seem to have the greatest difficulty in using the console/command-prompt/shell. This issue is further exacerbated since many security and related open source forensics tools are designed to run in a Unix-based environment, typically a shell, and even fewer students are familiar with the UNIX environment and find the entire experience all the more daunting. Even the simple command-prompt, ubiquitous on all Microsoft Windows operating systems, is met with significant disdain by today's students, both at the graduate and undergraduate levels. There are several solutions that have been proposed and designed to alleviate this exact issue in the field of computer programming. Video tool, Dragon Drop Pictorial Programming, Alice and Jpie are various stand-alone tools introduced to ease the inherent challenges in learning a new programming language and environment. To alleviate this situation, in this paper, we propose the first tool of its kind, to the best of our knowledge, which aims to tutor a console application using a graphical interface and adapts to the students' progress. The ultimate aim is to eliminate students' dependence on graphical interfaces and convert her to a power user of a system. Our tool, called Interactive Bash Shell Adaptive Tutoring System (iBaTs), enables students to familiarize themselves with the UNIX environment and the Bash Shell on a Windows operating system. In this work, we discuss the architecture of our tutoring program and demonstrate that our system sports several innovative pedagogical features that makes it a unique, fun, encouraging and adaptive learning environment. To the best of our knowledge, this is the first such effort that aims to address this issue.
International Journal of Engineering Research and Applications (IJERA) is an open access online peer reviewed international journal that publishes research and review articles in the fields of Computer Science, Neural Networks, Electrical Engineering, Software Engineering, Information Technology, Mechanical Engineering, Chemical Engineering, Plastic Engineering, Food Technology, Textile Engineering, Nano Technology & science, Power Electronics, Electronics & Communication Engineering, Computational mathematics, Image processing, Civil Engineering, Structural Engineering, Environmental Engineering, VLSI Testing & Low Power VLSI Design etc.
Blockchain and machine learning in education: a literature reviewIAESIJAI
There is a growing influence around the use of technology in education, with many solutions already being implemented and many others being explored. Using various forms of technology to assist the educational process has increased dramatically in the previous decade in education systems in many respects. Both machine learning and the blockchain have had a significant impact on education. The purpose of this study is to conduct a literature review on the application of machine learning and blockchain technology in educational institutions. Additionally, this study examines the potential applications, benefits, and challenges those educational institutions may face as a result of using machine learning and blockchain technologies. Using machine learning and blockchain in educational systems will have a positive impact on the entire educational process and student achievement. Researchers, academics, and practitioners will benefit from this study to focus on a wider range of educational applications and solve the related issues of machine learning and blockchain technology in the education sector.
A PRELIMINARY STUDY ON MULTIDISCIPLINARY DESIGN FRAMEWORK IN A VIRTUAL REALIT...ijma
This article presents a preliminary study on the effectiveness of the multidisciplinary design framework
(MDF) for teaching and learning in a Virtual Reality Learning Environment (VRLE). The aim of the study
was to investigate the students’ learning experiences with fully remote multidisciplinary groups, practicing
collaborative design in a VRLE. The objective was to introduce and implement a synchronous
multidisciplinary design teaching and learning engagement framework with asynchronous online
documentation that manages and evaluates evidence of learning outcomes. This study employed a
sequential explanatory mixed method research on a quasi-experiment involving 30 undergraduate students
from the creative media specializations in collaboration with 39 other students from the business,
computing, communication, and product design degree students over a 14- weeks duration. Students were
surveyed using online questionnaires, interviews, and observations by the module facilitator for the
quantitative and qualitative data collection. A triangulation protocol was used for the convergence coding
of three data sets. Results revealed that there were 85% students scoring grade A’s as compared to 69.3%
from the previous cohort that was without the framework and VRLE support. Overall, the students’
commented that the multidisciplinary design collaboration was beneficial, realizing the advantage of
collaborating to merge various skill sets and knowledge to solve problems that couldn’t be solved alone.
The study’s finding implied that the MDF effectively achieved the teaching and learning outcomes and
could be applied to all higher education multidisciplinary collaborations in a VRLE.
A Preliminary Study on Multidisciplinary Design Framework in a Virtual Realit...ijma
This article presents a preliminary study on the effectiveness of the multidisciplinary design framework (MDF) for teaching and learning in a Virtual Reality Learning Environment (VRLE). The aim of the study was to investigate the students’ learning experiences with fully remote multidisciplinary groups, practicing collaborative design in a VRLE. The objective was to introduce and implement a synchronous multidisciplinary design teaching and learning engagement framework with asynchronous online documentation that manages and evaluates evidence of learning outcomes. This study employed a sequential explanatory mixed method research on a quasi-experiment involving 30 undergraduate students from the creative media specializations in collaboration with 39 other students from the business, computing, communication, and product design degree students over a 14- weeks duration. Students were surveyed using online questionnaires, interviews, and observations by the module facilitator for the quantitative and qualitative data collection. A triangulation protocol was used for the convergence coding of three data sets. Results revealed that there were 85% students scoring grade A’s as compared to 69.3% from the previous cohort that was without the framework and VRLE support. Overall, the students’ commented that the multidisciplinary design collaboration was beneficial, realizing the advantage of collaborating to merge various skill sets and knowledge to solve problems that couldn’t be solved alone. The study’s finding implied that the MDF effectively achieved the teaching and learning outcomes and could be applied to all higher education multidisciplinary collaborations in a VRLE.
SVHsIEVs for Navigation in Virtual Urban Environmentcsandit
Many virtual reality applications, such as training, urban design or gaming are based on a rich
semantic description of the environment. This paper describes a new representation of semantic
virtual worlds. Our model, called SVHsIEVs1
should provide a consistent representation of the
following aspects: the simulated environment, its structure, and the knowledge items using
ontology, interactions and tasks that virtual humans can perform in the environment. Our first
main contribution is to show the influence of semantic virtual objects on the environment. Our
second main contribution is to use these semantic informations to manage he tasks of each
virtual object. We propose to define each task by a set of attributes and relationships, which
determines the links between attributes in tasks, and links between other tasks. The architecture
has been successfully tested in 3D dynamic environments for navigation in virtual urban
environments.
Many virtual reality applications, such as training, urban design or gaming are based on a rich
semantic description of the environment. This paper describes a new representation of semantic
virtual worlds. Our model, called SVHsIEVs1should provide a consistent representation of the
following aspects: the simulated environment, its structure, and the knowledge items using
ontology, interactions and tasks that virtual humans can perform in the environment. Our first
main contribution is to show the influence of semantic virtual objects on the environment. Our
second main contribution is to use these semantic informations to manage he tasks of each
virtual object. We propose to define each task by a set of attributes and relationships, which
determines the links between attributes in tasks, and links between other tasks. The architecture
has been successfully tested in 3D dynamic environments for navigation in virtual urban
environments.
Interfacing of Java 3D objects for Virtual Physics Lab (VPLab) Setup for enco...IOSR Journals
During this paper we target the combination of web accessible physics experiments (VPLabs) combined with the Sun’s toolkit for making cooperative 3D virtual worlds. Among such a cooperative setting these tools give the chance for academics and students to figure along as avatars as they control actual instrumentation, visualize natural phenomenon generated by the experiment, and discuss the results. Especially we'll define the steps of integration, future goals, yet because the price of a collaboration area in Wonderland's virtual world.
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This tutorial presentation offers a beginner-friendly guide to using THREADS, Instagram's messaging app. It covers the basics of account setup, privacy settings, and explores the core features such as close friends lists, photo and video sharing, creative tools, and status updates. With practical tips and instructions, this tutorial will empower you to use THREADS effectively and stay connected with your close friends on Instagram in a private and engaging way.
Improving Workplace Safety Performance in Malaysian SMEs: The Role of Safety ...AJHSSR Journal
ABSTRACT: In the Malaysian context, small and medium enterprises (SMEs) experience a significant
burden of workplace accidents. A consensus among scholars attributes a substantial portion of these incidents to
human factors, particularly unsafe behaviors. This study, conducted in Malaysia's northern region, specifically
targeted Safety and Health/Human Resource professionals within the manufacturing sector of SMEs. We
gathered a robust dataset comprising 107 responses through a meticulously designed self-administered
questionnaire. Employing advanced partial least squares-structural equation modeling (PLS-SEM) techniques
with SmartPLS 3.2.9, we rigorously analyzed the data to scrutinize the intricate relationship between safety
behavior and safety performance. The research findings unequivocally underscore the palpable and
consequential impact of safety behavior variables, namely safety compliance and safety participation, on
improving safety performance indicators such as accidents, injuries, and property damages. These results
strongly validate research hypotheses. Consequently, this study highlights the pivotal significance of cultivating
safety behavior among employees, particularly in resource-constrained SME settings, as an essential step toward
enhancing workplace safety performance.
KEYWORDS :Safety compliance, safety participation, safety performance, SME
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Virtual Collaboration in the Context of Teaching and Learning With Interdisciplinary Perspective
1. International Journal on Integrating Technology in Education (IJITE) Vol.12, No.3, September 2023
DOI:10.5121/ijite.2023.12302 19
VIRTUAL COLLABORATION IN THE CONTEXT OF
TEACHING AND LEARNING WITH
INTERDISCIPLINARY PERSPECTIVE
Jiangfan Feng , Yanjie Gong, and Mao Tian
School of Computer Science and Technology, Chongqing University of Posts and
Telecommunications, Chongqing 400065, China
ABSTRACT
Online virtual environments where students can learn and interact somewhat realistically have great
potential for engineering studies, such as course resources, tools, and software that support learning and
educational practice. Here, we present a collaborative virtual environment for interactive learning and
immersive visualization with an interdisciplinary perspective. It allows users to visualize and sample
complex scenarios' structures and dynamics and interact with other users in the same virtual environment.
A series of controlled studies have been made in which participants were tasked with various emergency
decision goals. Moreover, it can also support the following integrated functions: 3-D spatial analysis, 3-D
visualization for spatial process, and 3-D spatial decision-making. The performance evaluation results
confirmed the proposed virtual environment's higher usability and user satisfaction. This approach will be
able to express opportunities for extending interdisciplinary knowledge in engineering education and
support the students in their creativity and collaboration skills.
KEYWORDS
Engineering Education, Virtual Collaboration, Interdisciplinary, Virtual Learning
1. INTRODUCTION
Project-based learning (PBL) has gained recognition in recent years as a powerful approach to
fostering critical thinking and promoting active learning in higher education (Iserte et al. 2023).
This methodology allows students to engage in real-world problems, encouraging them to think
critically, collaborate, and develop the skills necessary for success in their chosen fields.
Implementing project-based learning has become increasingly relevant in engineering
departments, where the need to improve undergraduate education and address high attrition,
dropout, withdrawal, and failure rates is particularly pressing (Kuo et al. 2019).
Traditionally, engineering education has been characterized by its emphasis on theoretical
concepts and reliance on lectures, textbooks, and exams (Baligar et al. 2022). However, it is well-
understood that more than this approach is needed in preparing students for the complexities of
real-world engineering challenges. Engaging engineering students in the learning process and
providing them with realistic and interactive experiences has always been a challenge.
Fortunately, technological advancements have given rise to online virtual environments, which
have emerged as a promising solution for transforming education in engineering and other
domains. Virtual environments present abundant opportunities to enhance the learning experience
and equip students with the necessary skills to overcome the challenges they may encounter in
their professional endeavors. By integrating project-based learning into these virtual
2. International Journal on Integrating Technology in Education (IJITE) Vol.12, No.3, September 2023
20
environments, students can engage with complex scenarios, visualize structures and dynamics,
and interact with their peers in an immersive and interactive manner.
In this article, we present a collaborative virtual environment specifically designed to enhance
engineering education. This innovative platform is a hub for interactive learning and immersive
visualization, providing students access to course resources, tools, and immersive experiences.
Through this environment, students can engage with real-world engineering challenges, simulate
and explore complex scenarios, and observe the structures and dynamics of various systems.
One of the key features of the collaborative virtual environment is its ability to allow users to
visualize and sample the structures and dynamics of complex scenarios. By simulating these
scenarios within a virtual environment, students can better understand the underlying concepts
and their practical applications (Manusarpong et al. 2013). Whether it involves analyzing fluid
dynamics, studying the behavior of complex systems, or visualizing the spatial arrangements
within large-scale structures, this platform provides students with the tools and resources to
explore these concepts intuitively and interactively. Moreover, the collaborative virtual
environment fosters interdisciplinary perspectives by enabling students from different
engineering disciplines to collaborate and work together (Zhi et al. 2018). The multidisciplinary
approach plays a critical role in equipping students with the necessary skills for their future
professional careers, as engineering projects frequently demand collaboration across diverse
domains. By working together in a virtual space, students can develop a deep understanding of
engineering concepts while honing essential skills such as creativity, problem-solving, and
collaboration. In addition to its interactive and collaborative features, the collaborative virtual
environment supports a wide range of integrated functions. These functions include tools for data
analysis, simulation, and visualization, as well as features for communication and collaboration.
With these integrated functions, students can engage with the course material and interact with
other users, solve problems, and develop innovative solutions.
Overall, the collaborative virtual environment we present in this article offers a unique and
practical approach to enhancing engineering education. By combining project-based learning,
immersive visualization, and interdisciplinary collaboration, this platform provides students with
a comprehensive learning experience that prepares them for the challenges and opportunities in
their engineering careers. Students can develop a deep understanding of engineering concepts and
foster essential skills such as creativity and collaboration by engaging with complex scenarios,
visualizing structures and dynamics, and interacting with their peers. Through this innovative
platform, we aim to revolutionize engineering education and empower students to become
successful and impactful engineers.
The paper is organized into five sections. Section 2 outlines the methodology used in the study.
In Section 3, the evaluation and results of the proposed method are presented. Section 4 delves
into the principles and relationships discussed. Finally, Section 5 offers a summary of the work
conducted.
2. METHODOLOGY
As shown in Figure 1, we aim to apply technologies such as virtual reality, multimedia, human-
computer interaction, databases, network communication, and artificial intelligence to address
issues related to the construction, integration, openness, and sharing resources in spatial
information. It aims to go beyond the existing experimental teaching framework centered around
sharing spatiotemporal data and move towards a knowledge-sharing platform centered around
databases and model libraries. The focus shifts from observation and summarization of the
3. International Journal on Integrating Technology in Education (IJITE) Vol.12, No.3, September 2023
21
natural geographical world toward comprehensive information mining and simulation reasoning,
creating a new environment for knowledge generation.
Figure 1. Overall Framework
2.1. Enhancing Learning Through Immersive Visualization
Immersive visualization is pivotal in enriching the learning experience within the collaborative
virtual environment. By simulating complex scenarios and their structures and dynamics, students
are provided with a virtual space to visualize and explore various engineering challenges. This
chapter explores the different methods and techniques used to enhance learning through
immersive visualization.
One of the standout features of the virtual environment is its support for 3-D spatial analysis. This
functionality allows students to analyze spatial data and gain insights into engineering contexts'
underlying patterns and relationships. By manipulating and interacting with the visualized
information, students can deepen their understanding of spatial processes and make informed
decisions. For example, in civil engineering, students can analyze traffic flow in a 3D
environment to better understand the impact of design choices on traffic patterns (see Figure 2).
Moreover, the virtual environment enables 3-D visualization of spatial processes. By representing
engineering concepts in a three-dimensional space, students can grasp the intricacies of these
processes more effectively. Whether it involves visualizing fluid dynamics or understanding the
spatial arrangements within large-scale structures, this feature empowers students to observe and
comprehend complex phenomena intuitively. For example, mechanical engineering students can
explore a machine's internal workings by virtually dismantling and inspecting its components in a
3D environment.
To further enhance the learning experience, immersive visualization techniques can be combined
with interactive simulations (Dunston et al. 2011). These simulations allow students to actively
participate in learning by manipulating variables and observing the resulting changes in real time.
For example, in an electrical engineering course, students can interact with a virtual circuit, adjust
the parameters, and observe how different values affect the overall performance.
4. International Journal on Integrating Technology in Education (IJITE) Vol.12, No.3, September 2023
22
In addition to interactive simulations, gamification elements can be incorporated into the
immersive visualization environment to increase engagement and motivation. By adding
challenges, rewards, and levels, students are incentivized to explore and interact with the virtual
environment in a more active and enjoyable way (De et al. 2022). This gamified approach can be
particularly effective in teaching complex engineering concepts that may otherwise seem
daunting or abstract.
By leveraging immersive visualization techniques, educators can create a dynamic and immersive
learning environment that promotes active engagement and deep understanding of engineering
concepts. The visual representation of concepts and processes aids students in comprehending
and internalizing the theoretical aspects of engineering, while interactive simulations and
gamification elements enhance the practical application of knowledge. Through these methods,
students are provided with a powerful tool for exploring, experimenting, and collaborating in the
field of engineering.
Figure 2. Screen captures from the virtual project.
2.2. Promoting Collaboration and Interdisciplinary Learning
Collaboration and interdisciplinary learning are fundamental aspects of the collaborative virtual
environment, setting it apart from traditional educational approaches (Lange & Smith, 2014). By
connecting students from diverse engineering disciplines within a shared virtual space, the
environment fosters collaboration and provides opportunities for interdisciplinary problem-
solving. This chapter explores the methods and techniques used to promote collaboration and
interdisciplinary learning within the virtual environment.
The virtual environment facilitates real-time interaction between users, regardless of their
physical location. This virtual collaboration transcends the limitations of traditional physical
classroom settings, encouraging dialogue, knowledge sharing, and the exchange of ideas.
Students have the opportunity to collaborate on projects and assignments, participate in
discussions, and offer feedback to their fellow peers (Dennis & Heeren, 2014). This real-time
interaction promotes an active learning environment where ideas are shared, debated, and refined
collaboratively.
Through collaborative problem-solving activities, students work together to tackle complex
engineering challenges. They form teams, leveraging their collective knowledge and expertise to
develop innovative solutions. This collaborative approach nurtures critical thinking skills,
enhances problem-solving abilities, and exposes students to diverse perspectives, thereby
mirroring real-world engineering scenarios. For example, in a virtual environment, students from
5. International Journal on Integrating Technology in Education (IJITE) Vol.12, No.3, September 2023
23
different engineering disciplines can work together to design and optimize a sustainable energy
system that integrates various renewable energy sources.
Furthermore, the interdisciplinary nature of the virtual environment fosters knowledge exchange
across engineering disciplines. Students from different fields of study contribute their unique
perspectives, broadening the understanding and application of engineering concepts. For
example, in a project involving geographical data analysis for smart city planning, geography
information science students can collaborate with computer science students to develop advanced
algorithms and data visualization techniques to optimize urban infrastructure planning and ensure
efficient resource allocation. This interdisciplinary approach promotes a well-rounded education
emphasizing collaboration and diversity's importance in addressing real-world engineering
problems.
To facilitate collaboration and interdisciplinary learning, the virtual environment can provide
tools and features that encourage communication and teamwork. Features like shared
whiteboards, video conferencing, and instant messaging enable students to communicate and
collaborate effectively, even when physically separated. These tools promote active engagement,
meaningful interaction, and the development of teamwork skills, all of which are crucial for
success in engineering.
In summary, the collaborative virtual environment fosters collaboration and interdisciplinary
learning by harnessing the potential of technology to facilitate connections between students
across various engineering disciplines. By facilitating real-time interaction, collaborative
problem-solving, and knowledge exchange, this environment nurtures a tight-knit community and
empowers students to collectively address intricate engineering challenges. Students develop
essential teamwork and communication skills through these methods while gaining a deeper
understanding of engineering concepts from a multidisciplinary perspective.
3. EVALUATION AND RESULTS
In order to provide quantitative data to support the qualitative feedback obtained from
participants, performance metrics were recorded during the experiments. A comparison was
made between the collaborative virtual environment and traditional learning methods in terms of
task completion time, accuracy, and overall performance. With the 2020 undergraduate students
majoring in Spatial Information and Digital Technology at Chongqing University of Posts and
Telecommunications as the target audience of the course, a total of 26 students were randomly
divided into two groups: the online-offline mixed group (observation group) and the offline group
(control group), with 13 students in each group.
Usability is an essential element in Human-Computer Interaction (Alkoblan & Abdullah, 2023).
The data presented in Table 1 highlights the differences in performance between the collaborative
virtual environment and traditional learning methods. The average task completion time in the
virtual environment was significantly shorter than in traditional learning methods (p < 0.05). This
signifies that participants could complete tasks more quickly within the virtual environment.
The virtual environment's accuracy rate was higher than traditional learning methods. This
further reinforces the notion that participants could make more precise and accurate decisions
within the virtual environment.
6. International Journal on Integrating Technology in Education (IJITE) Vol.12, No.3, September 2023
24
Table 1: Performance Evaluation Metrics
Metric Observation group Control group
Average Task Completion Time
(secs)
13.7 25.1
Accuracy Rate (%) 87.4 73.2
Additionally, participants' subjective feedback regarding usability and user satisfaction was
collected through questionnaires. Table 2 provides a summary of the results.
Table 2: User Satisfaction Ratings
Metric Observation group Control group
Ease of Use 4.6 3.8
User Interface 4.5 3.8
Engagement 4.8 4.0
Overall Satisfaction 4.7 3.9
These ratings indicate high user satisfaction with the collaborative virtual environment.
Participants reported that the platform was easy to navigate, showcasing an intuitive and user-
friendly interface. The level of engagement experienced within the virtual environment was also
rated highly, indicating that participants felt immersed and motivated to participate in the tasks
actively.
Overall, the experiment results demonstrate the effectiveness and usability of the collaborative
virtual environment in enhancing engineering education. The quantitative data support the
qualitative feedback gathered, validating the benefits of immersive visualization, interdisciplinary
learning, and collaboration within the virtual environment. The findings highlight the potential of
the collaborative virtual environment as a valuable tool for engineering education, fostering more
profound understanding, improved decision-making, and increased learner satisfaction.
4. DISCUSSION
The virtual environment offers unique opportunities for collaboration and interdisciplinary
learning. Students from different engineering disciplines can collaborate in virtual teams to work
on a typical project or solve complex engineering problems. This collaboration allows them to
leverage their diverse perspectives and knowledge, resulting in innovative solutions that draw
upon multiple disciplines. For example, a team of electrical engineering, mechanical engineering,
and computer science students can collaborate on designing an autonomous vehicle, combining
their electronics, mechanics, and programming expertise.
The virtual environment breaks down the barriers of physical distance, enabling global
collaboration and knowledge exchange. Students can connect with peers and experts from
different universities or countries to share ideas, discuss concepts, and seek guidance. This global
perspective exposes students to various cultural and educational backgrounds, broadening their
understanding of engineering practices and promoting a more inclusive and diverse learning
experience.
Furthermore, the virtual environment offers the advantages of flexible and personalized learning
experiences. Students can conveniently access course resources, customizing their learning
journey according to their specific needs and interests. They can dive deeper into specific topics,
7. International Journal on Integrating Technology in Education (IJITE) Vol.12, No.3, September 2023
25
explore additional resources, and engage in self-directed learning. This flexibility empowers
students to assume responsibility for their education and fosters a culture of lifelong learning, a
valuable competency in the constantly evolving realm of engineering. Integrating immersive
visualization within the virtual environment enhances understanding by providing students with a
tangible and interactive representation of engineering concepts. Through 3-D visualizations and
simulations, students can observe and manipulate complex phenomena, gaining a deeper
understanding of their underlying principles. For example, in a civil engineering course, students
can virtually construct and test different architectural designs, observing how structural elements
interact and analyzing their impact on the structure's overall stability.
Furthermore, immersive visualization enables students to explore real-world engineering
scenarios in a safe and controlled environment. They can simulate various operating conditions,
test hypotheses, and evaluate different solutions without the risk of real-life consequences. This
hands-on experience fosters critical thinking skills and problem-solving abilities as students learn
to identify challenges, analyze data, and make informed decisions based on their observations.
The collaborative virtual environment also fosters a sense of community among engineering
students. Through online forums, discussion boards, and virtual meetings, students can connect
with their peers, exchange ideas, and provide feedback on each other's work. This sense of
community cultivates a nurturing learning environment that encourages students to seek
assistance, share accomplishments, and engage in collaborative projects.
Overall, integrating a collaborative virtual environment in engineering education brings
numerous benefits, including expanding interdisciplinary knowledge, opportunities for global
collaboration, personalized learning experiences, and enhanced visualization and simulation
capabilities. By leveraging the power of technology, educators can create an immersive and
interactive learning environment that prepares students for the challenges and opportunities in the
field of engineering. Engineering education must adapt and embrace these innovative approaches
as the area continues to evolve to foster the next generation of skilled and adaptable engineers.
5. CONCLUSIONS
The virtual environment's ability to break down physical barriers and facilitate global
collaboration opens new possibilities for students to connect with peers and experts from
different backgrounds and cultures. This promotes a diverse and inclusive learning experience,
where different perspectives and ideas are shared, and solutions are developed by synthesizing
interdisciplinary knowledge.
Moreover, the integration of immersive visualization techniques enhances understanding and
encourages students to engage in hands-on learning. Visualizing, manipulating, and simulating
complex engineering concepts in a safe and controlled environment empowers students to apply
their knowledge to real-world situations. This experiential learning approach fosters critical
thinking and problem-solving skills, preparing students to overcome challenges and adapt to the
ever-changing demands of the engineering field.
Furthermore, the collaborative virtual environment promotes a sense of community among
engineering students. Through online platforms and tools, students can connect, collaborate, and
support each other in their learning journeys. This sense of belonging and shared purpose
enhances the studying experience and fosters a supportive environment where students can learn
from one another and grow academically and professionally.
In conclusion, integrating a collaborative virtual environment in engineering education holds
great promise in preparing students for the opportunities and challenges of the future. By
8. International Journal on Integrating Technology in Education (IJITE) Vol.12, No.3, September 2023
26
embracing interdisciplinary learning, immersive visualization, and fostering a collaborative
community, educators can empower students to become skilled and adaptable engineers. This
virtual learning environment not only enhances understanding but also nurtures critical thinking,
problem-solving, and teamwork skills, equipping students to excel in their careers and contribute
to the advancement of society. As the engineering field continues to evolve, educational
institutions must embrace these innovative approaches to ensure the success and growth of future
engineers.
ACKNOWLEDGEMENTS
This work was supported by the Chongqing education and teaching reform research project
(21019S).
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AUTHORS
Jiangfan Feng* received his Ph.D. in Cartography and Geographic Information Systems at Nanjing
Normal University, Nanjing China, in 2007. He is currently a professor at Chongqing University of Posts
and Telecommunications. His research interests include video GIS, and computer vision.
Yanjie Gong graduated with a Bachelor's Degree in Intelligent Science and Technology from Chongqing
University of Posts and Telecommunications in 2022. She is currently pursuing a Master's degree at the
same university. Her research interests primarily encompass remote sensing and computer vision.