skip to main content


Title: Board 92: Using Mixed Reality and the Three Apprenticeships Framework to Design Head-, Hand- and Heart-focused Learning Experiences for Civil Engineering Students
The building industry has a major impact on the US economy and accounts for: $1 trillion in annual spending; 40% of the nation’s primary energy use; and 9 million jobs. Despite its massive impact, the industry has been criticized for poor productivity compared with other industries and billions of dollars in annual waste because of poor interoperability. Furthermore, the industry has been approaching a “labor cliff”: there are not enough new individuals entering the industry to offset the vacancies left by an aging, retiring workforce. To remain effective, this critical industry will need to do better with less. In order to prepare civil engineering students for careers in this industry, educators have aimed to replicate the processes associated with real-world projects through design/build educational activities like the Department of Energy’s (DOE) Solar Decathlon, Sacramento Municipal Utility District’s (SMUD) Tiny House Competition, and DOE’s Challenge Home Competition. These learning experiences help situate civil engineering concepts in an authentic learning environment. Unfortunately, not all universities have the financial resources necessary to fund this type of hands-on project. Technology has the potential to mitigate some of these inequities. Thus, the multi-faceted objective of this project is to: develop mixed reality (MR) technology aimed at sufficiently replicating physical design and construction learning environments to enable access to students at institutions without sufficient resources; and assess the impact of a MR-facilitated cyberlearning environment on promoting cognitive-, affective-, and skill-based learning that occurs during traditional (in-persona) design and construction activities. This research will explore a fundamental question: Can MR technology enable educators to simulate physical design and construction activities at low costs to enable students at all institutions to gain exposure to these types of hands-on learning environments? In order to address this question, we employ an iterative development approach according to Human Centered Design principles to support learning according to the Carnegie Foundation’s Three Apprenticeships Model (i.e., learning related to “Head”, “Hand”, and “Heart”). In order to achieve these aims, the research team uses MR technology (i.e., a Microsoft HoloLens®) to understand the extent to which this mode of education allows students to demonstrate knowledge similar to that which is gained through physical design and construction learning environments. This paper will presents highlights from the first year of this project.  more » « less
Award ID(s):
1735804
NSF-PAR ID:
10165644
Author(s) / Creator(s):
; ; ;
Date Published:
Journal Name:
2019 ASEE Annual Conference & Exposition
Format(s):
Medium: X
Sponsoring Org:
National Science Foundation
More Like this
  1. While the building industry has a major impact on the US economy, it is one that is often criticized for poor productivity and waste resulted from interoperability. Additionally, the impending labor shortage requires that this is industry becomes one that can do more with less in order to remain effective. As part of preparing civil engineering students for careers in this industry and to design/build infrastructure that is responsive to changing societal needs, educators have aimed to replicate the processes associated with real-world projects through design/build educational activities (like the Department of Energy’s (DOE) Solar Decathlon, Sacramento Municipal Utility District’s (SMUD) Tiny House Competition, and DOE’s Challenge Home Competition) as part of helping students situate civil engineering concepts in an authentic learning environment. Unfortunately, not all universities have the financial resources necessary to fund these types of hands-on projects. Thankfully, technology has the potential to mitigate some of these inequities. This paper presents an update on a three-year NSF-funded project that aims to: develop mixed reality (MR) technology aimed at sufficiently replicating physical design and construction learning environments to enable access to students at institutions without sufficient resources; and assess the impact of a MR-facilitated cyberlearning environment on cognitive-, affective-, and skill-based learning that occurs during traditional (in-person) design and construction activities. Human Centered Design principles and the tenets of the Carnegie Foundation’s Three Apprenticeships Model (i.e., learning related to “Head”, “Hand”, and “Heart”) inform the design, development, and assessments in this project. Highlights from the first year and future plans will be discussed. 
    more » « less
  2. In civil and construction engineering education research, a focus has been on using 3D models to support students’ design comprehension. Despite this trend, the predominant mode of design communication in the industry relies on 2D plans and specifications, which typically supersede other modes of communication. Rather than focusing on the presentation of less common 3D content as an input to support students’ understanding of a design, this paper explores more common 2D inputs, but compares different visualization formats of student output in two educational interventions. In the first intervention, students document a construction sequence for wood-framed elements in a 2D worksheet format. In the second, students work with the same wood-framed design, but document their sequence through an augmented reality (AR) format where their physical interactions move full-scale virtual elements as if they were physically constructing the wood frame. Student approaches and performance were analyzed using qualitative attribute coding of video, audio, and written documentation of the student experience. Overall, results showed that the 2D worksheet format was simple to implement and was not mentally demanding to complete, but often corresponded with a lack of critical checks and a lack of mistake recognition from the students. The AR approach challenged students more in terms of cognitive load and completion rates but showed the potential for facilitating mistake recognition and self-remediation through visualization. These results suggest that when students are tasked with conceptualizing construction sequences from 2D documentation, the cognitive challenges associated with documenting a sequence in AR may support their recognition of their own mistakes in ways that may not be effectively supported through 2D documentation as an output for documenting and planning a construction sequence. The results presented in this paper provide insights on student tendencies, behaviors, and perceptions related to defining construction sequences from 2D documentation in order for educators to make informed decisions regarding the use of similar learning activities to prepare their students for understanding the 2D design documents used in industry. 
    more » « less
  3. Our NSF-funded ITEST project focuses on the collaborative design, implementation, and study of recurrent hands-on engineering activities with middle school youth in three rural communities in or near Appalachia. To achieve this aim, our team of faculty and graduate students partner with school educators and industry experts embedded in students’ local communities to collectively develop curriculum to aim at teacher-identified science standard and facilitate regular in-class interventions throughout the academic year. Leveraging local expertise is especially critical in this project because family pressures, cultural milieu, and preference for local, stable jobs play considerable roles in how Appalachian youth choose possible careers. Our partner communities have voluntarily opted to participate with us in a shared implementation-research program and as our project unfolds we are responsive to community-identified needs and preferences while maintaining the research program’s integrity. Our primary focus has been working to incorporate hands-on activities into science classrooms aimed at state science standards in recognition of the demands placed on teachers to align classroom time with state standards and associated standardized achievement tests. Our focus on serving diverse communities while being attentive to relevant research such as the preference for local, stable jobs attention to cultural relevance led us to reach out to advanced manufacturing facilities based in the target communities in order to enhance the connection students and teachers feel to local engineers. Each manufacturer has committed to designating several employees (engineers) to co-facilitate interventions six times each academic year. Launching our project has involved coordination across stakeholder groups to understand distinct values, goals, strengths and needs. In the first academic year, we are working with 9 different 6th grade science teachers across 7 schools in 3 counties. Co-facilitating in the classroom are representatives from our project team, graduate student volunteers from across the college of engineering, and volunteering engineers from our three industry partners. Developing this multi-stakeholder partnership has involved discussions and approvals across both school systems (e.g., superintendents, STEM coordinators, teachers) and our industry partners (e.g., managers, HR staff, volunteering engineers). The aim of this engagement-in-practice paper is to explore our lessons learned in navigating the day-to-day challenges of (1) developing and facilitating curriculum at the intersection of science standards, hands-on activities, cultural relevancy, and engineering thinking, (2) collaborating with volunteers from our industry partners and within our own college of engineering in order to deliver content in every science class of our 9 6th grade teachers one full school day/month, and (3) adapting to emergent needs that arise due to school and division differences (e.g., logistics of scheduling and curriculum pacing), community differences across our three counties (e.g., available resources in schools), and partner constraints. 
    more » « less
  4. This research work-in-progress paper investigated the application of emerging mixed reality (MR) technology in construction and engineering education. The construction industry is facing a severe shortage of skilled workforce. As the baby boomers are retiring, the younger generation, especially college students, are often criticized for their lack of professional experience and career-specific competency. To close the skills gap and accelerate the transition of college students to competent workforce, this paper proposed a new genre of learning and professional training using MR. The main promise of the MR technology resides in its ability to augment virtual contents on top of the physical reality to facilitate tacit knowledge learning, and simulate learning activities that traditionally can only be obtained from actual professional experience. An undergraduate wood framing lab was designed as a case study to explore how students might perform in this new learning and training environment. Specifically, the case study investigated if MR would facilitate student design comprehension and transfer such understanding into the knowledge and skills needed to build the wood structure. A randomly selected student control group was given traditional paper-based construction drawings to perform the same tasks with other student groups with various visualization technology assistance. Project performance and behavior of student groups were compared to determine if there was a significant difference between the control group and the experiment groups. A pair of pre- and post-survey on MR-intervened learning experience was also conducted to explore student perceptions towards this new genre of learning and training. The research design proposed in this work-in-progress study and its preliminary results could be a good reference and foundation to future research in this arena. 
    more » « less
  5. There has been dramatic growth in the number of makerspaces at educational institutions. More research is needed to understand student interactions in these spaces and how these spaces should be designed to support student learning. This project uses network analysis techniques to study the network of activities in a makerspace that lead to successful student experiences. The proposed analyses will model a makerspace as a network of interactions between equipment, staff, and students. Results from this study will help educators to 1) identify and remove previously unknown hurdles for students who rarely use the space, 2) design an effective space using limited resources, 3) understand the impact of new equipment or staff, and 4) create learning opportunities such as workshops and curriculum integration that increase student learning. The new knowledge produced by this project may be useful for maximizing equipment and support infrastructure, and for guiding new equipment purchases. Thus, the results will support further development of effective makerspaces. This project hypothesizes that network-level analyses and metrics can provide valuable insights into student learning in makerspaces and will support what-if scenarios for proposed changes in spaces. Systems modeling and analysis have been used successfully to understand complex human and biological networks. In the context of makerspaces, this technique will provide measures of interaction between system components such as students, staff, and equipment. The analyses will identify the system components that are frequently used when students work in the makerspace over multiple visits. The project will allow for the comparison of makerspaces that have different levels of integration with the curriculum and methods of student introduction (pop-up classes, tours, extra-curricular competitions, advertising, and bring a friend). Demonstration of the effectiveness of the analyses in characterizing makerspaces and the ease of data collection will help support the use of this approach in future work that compares makerspaces nationwide. Current results explore the order in which students choose to learn and use the tools in the space, which tools/features are used most frequently and how the data from the daily entry/exit surveys compares to the end-of-semester self-reports. A key question in this research, especially for making it adoptable by other universities, is if end-of-semester, self-reported data is accurate enough to create informative, actionable guidance from the network models without requiring the daily tool usage data. 
    more » « less