In the recent past, gamification has been promptly developing as well as actively applied in the educational sector. Nowadays, it figures prominently on account of making the learning process more engaging and motivating which leads to enhancement of the quality of gained knowledge. The preservation of the existing level of education or, moreover, its strengthening. Additionally, these tools enhance and support the contactless learning methods that emerged during the COVID-19 pandemic. The redeployment of laboratory works into the gamification experience format allows students to perform tasks without the necessity to attend the designated laboratory room as well as reduce its utilization. The main objectives of the gamification experience are the establishment and contribution of the virtual tool to the Educational Game Project that is being developed by the Virtual and Augmented Reality laboratory at Tallinn University of Technology. The laboratory of the “Hydraulics and Pneumatics” course is utilized in order to prepare educational videos. The primary software tool implemented in the project is the Unity game engine due to its broad functionality while collaborating with 2D and 3D environments. Once a student has completed the designated task, they gain access to the next laboratory work as well as can revise their previous assignments. Current work presents the process of digitalization of the lab with the analysis of students' feedback on comparison between in-class and remote learning in the same lab.
PNEUMATICS LABORATORY INTERACTIVE EDUCATIONAL EXPERIENCE DEVELOPMENT
Abstract
Affiliations
Authors
Ivanna Sandyk, Margus Müür, Vladimir Kuts, Yevhen Bondarenko, Simone Luca Pizzagalli, Tiia Rüütman
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Document
CDIO 2023 Proceedings (23).pdf
(439.25 KB)
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Keywords
Pages
144-154
Reference Text
Proceedings of the 19th International CDIO Conference, NTNU, Trondheim, Norway, June 26-29 2023
Year
2023