Title: Assessing Head- Hand- and Heart-Related Competencies through Augmented-Reality
This work in progress paper presents an assessment framework for an authentic learning activity in augmented reality (AR). Constant changes in technical and societal needs require educational programs to constantly rethink the status quo and explore ways to align future professionals’ formal education with emerging workforce demands. Such is critical for all professions — including those in the architecture, engineering, and construction (AEC) industry. While many may agree on the need to do this, what is less clear is the scholarly approach required for undertaking such an endeavor. Insights from studies associated with the Preparation for the Professions Program led by the Carnegie Foundation for the Advancement of Teaching offer a framework used for exploring professional preparation across professions is commonly referred to as the Three Apprenticeships—namely, Apprenticeships of the Head, the Hand, and the Heart. Within engineering-related fields, academic preparation for the profession primarily focuses on technical knowledge; but there is a need for more holistic, integrated learning experiences that involve different kinds of knowledge (Head), skills (Hand), and professional judgment (Heart). This study leverages the Three Apprenticeship framework to assess an integrated learning AEC experience in augmented reality (AR) by using real-time data collected from participants. Using the context of a children’s playground, participants were asked to redesign an existing play structure to better meet the needs of children, parents, and other stakeholders within the community. A five-metric assessment was developed to operationalize the head, hand, and heart constructs in this context and measure participants’ ability to think holistically in an authentic learning experience. These five assessment metrics included cost, time, safety, sustainability, and fun. This paper explores the development of this assessment and shares preliminary findings from the study. more »« less
This work-in-progress paper presents highlights from a multi-year study aiming to develop and assess the impact of a mixed reality experience that sufficiently replicates the learning civil engineering students experience during a physical design and construction task. Human Centered Design principles and tenets of the Carnegie Foundation's Three Apprenticeships Model (i.e., learning related to "Head", "Hand", and "Heart") inform the project design, development, and assessments. The development of heart-focused assessments is one focus during the second year in this three-year project. This paper includes a brief overview of the project progress, in general, along with preliminary findings regarding the instrument development. It summarizes the results of a pilot study, including an item analysis of the survey responses. These findings offer preliminary evidence for the content validity and substantive validity of the instrument. Next steps and implications for the engineering education community are also discussed.
Logan Perry, Jeremi London
(, The 2020 Frontiers in Education Conference)
This work-in-progress paper presents highlights from a multi-year study aiming to develop and assess the impact of a mixed reality experience that sufficiently replicates the learning civil engineering students experience during a physical design and construction task. Human Centered Design principles and tenets of the Carnegie Foundation’s Three Apprenticeships Model (i.e., learning related to “Head”, “Hand”, and “Heart”) inform the project design, development, and assessments. The development of heart-focused assessments is one focus during the second year in this three-year project. This paper includes a brief overview of the project progress, in general, along with preliminary findings regarding the instrument development. It summarizes the results of a pilot study, including an item analysis of the survey responses. These findings offer preliminary evidence for the content validity and substantive validity of the instrument. Next steps and implications for the engineering education community are also discussed.
The educational applications of extended reality (XR) modalities, including virtual reality (VR), augmented reality (AR), and mixed reality (MR), have increased significantly over the last ten years. Many educators within the Architecture, Engineering, and Construction (AEC) related degree programs see student benefits that could be derived from bringing these modalities into classrooms, which include but are not limited to: a better understanding of each of the subdisciplines and the coordination necessary between them, visualizing oneself as a professional in AEC, and visualization of difficult concepts to increase engagement, self-efficacy, and learning. These benefits, in turn, help recruitment and retention efforts for these degree programs. However, given the number of technologies available and the fact that they quickly become outdated, there is confusion about the definitions of the different XR modalities and their unique capabilities. This lack of knowledge, combined with limited faculty time and lack of financial resources, can make it overwhelming for educators to choose the right XR modality to accomplish particular educational objectives. There is a lack of guidance in the literature for AEC educators to consider various factors that affect the success of an XR intervention. Grounded in a comprehensive literature review and the educational framework of the Model of Domain Learning, this paper proposes a decision-making framework to help AEC educators select the appropriate technologies, platforms, and devices to use for various educational outcomes (e.g., learning, interest generation, engagement) considering factors such as budget, scalability, space/equipment needs, and the potential benefits and limitations of each XR modality. To this end, a comprehensive review of the literature was performed to decipher various definitions of XR modalities and how they have been previously utilized in AEC Education. The framework was then successfully validated at a summer camp in the School of Building Construction at Georgia Institute of Technology, highlighting the importance of using appropriate XR technologies depending on the educational context.
Nascent Professional Identity Development in Freshman Architecture, Engineering, and Construction (AEC) Women Increasing the persistence of talented women into male-dominated architecture, engineering, and construction (AEC) professions could reduce prevailing workforce shortages and improve gender diversity in AEC industry. Identity theorists advocate that professional identity development (PID) improves students’ persistence to become professionals. However, little empirical research exists to inform and guide AEC educators and professionals on AEC-PID in undergraduate AEC women. As the preliminary part of a larger nationwide and longitudinal research study investigating PID processes in undergraduate AEC women, the objective of this research is to examine the characteristics and nascent AEC-PID in 69 women enrolled in freshman AEC courses in five U.S. institutions. A purposive sampling approach ensures participants have a wide range of demographic characteristics. Data from a recruitment survey is analyzed using the NVivo qualitative data analysis software. Content and relational inductive open coding are conducted vertically for each participant and horizontally across different participants. Results indicate passion/interest, inherent abilities, significant others, benefits from industry, and desire to contribute to industry influence decisions to pursue AEC careers. With 52% of participants having science, technology, engineering, art, and math (STEAM) subject preferences, an in vivo code, Perfect Middle Ground, demonstrated the quest to combine STEM and visual art preferences in AEC career decisions. A participant noted that ‘this major (civil engineering) is the perfect middle ground because I can be creative, but still use my strong gift which happens to be math’. Girls with STEAM strengths and passion, particularly in math and fine art, are most likely to develop nascent AEC-PID. Beyond STEM pre-college programs, AEC educators should consider recruiting from sports, as well as visual and performing arts events for pre-college students. Participants’ positive views focus on the importance and significant societal impact of the AEC industry; while, negative views focus on the lack of gender and racial diversity. A combination of participants’ AEC professional experiences and views reveal four increasing levels of nascent AEC-PID which are categorized as the 4Ps: Plain, Passive, Progressive, and Proactive. As a guide to AEC education and professional communities, recommendations are made to increase the AEC-PID of women in each category. With the highest nascent AEC-PID, women in the Proactive category should serve as leaders in AEC classrooms and student organizations. Considering their AEC professional experience and enthusiasm, they should serve as peer mentors to other students, particularly AEC women. Furthermore, they should be given the opportunity to step into more complex roles during internships and encouraged to pursue co-op opportunities. Insights can guide more targeted recruitment, mentoring, preparation, and retention interventions that strengthen the persistence of the next generation of AEC women professionals. In the long term, this could reduce AEC workforce shortages, improve gender diversity, and foster the innovation and development of more gender friendly AEC products and services.
Vassigh, Shahin; Bogosian, Biayna; Peterson, Eric
(, Springer)
Yan, C; Chai, H; Sun, T; Yuan, PF
(Ed.)
Abstract. The building industry is facing environmental, technological, and economic challenges, placing significant pressure on preparing the workforce for Industry 4.0 needs. The fields of Architecture, Engineering, and Construction (AEC) are being reshaped by robotics technologies which demand new skills and creating disruptive change to job markets. Addressing the learning needs of AEC students, professionals, and industry workers is critical to ensuring the competitiveness of the future workforce. In recent years advancements in Information Technology, Augmented Reality (AR), Virtual Reality (VR), and Artificial Intelligence (AI) have led to new research and theories on virtual learning environments. In the AEC fields researchers are beginning to rethink current robotics training to counteract costly and resource-intensive in-person learning. However, much of this work has been focused on simulation physics and has yet to adequately address how to engage AEC learners with different learning abilities, styles, and diverse backgrounds.This paper presents the advantages and difficulties associated with using new technologies to develop virtual reality (VR) learning games for robotics. It describes an ongoing project for creating performance driven curriculum. Drawing on the Constructivist Learning Theory, the affordances of Adaptive Learning Systems, and data collection methods from the VR game environment, the project provides a customized and performance-oriented approach to carrying out practical robotics tasks in real-world scenarios.
Perry, L., London, J., Ayer, S., and McCord, K. Assessing Head- Hand- and Heart-Related Competencies through Augmented-Reality. Retrieved from https://par.nsf.gov/biblio/10359368. ASEE 2022 Annual Conference .
Perry, L., London, J., Ayer, S., and McCord, K.
"Assessing Head- Hand- and Heart-Related Competencies through Augmented-Reality". ASEE 2022 Annual Conference (). Country unknown/Code not available. https://par.nsf.gov/biblio/10359368.
@article{osti_10359368,
place = {Country unknown/Code not available},
title = {Assessing Head- Hand- and Heart-Related Competencies through Augmented-Reality},
url = {https://par.nsf.gov/biblio/10359368},
abstractNote = {This work in progress paper presents an assessment framework for an authentic learning activity in augmented reality (AR). Constant changes in technical and societal needs require educational programs to constantly rethink the status quo and explore ways to align future professionals’ formal education with emerging workforce demands. Such is critical for all professions — including those in the architecture, engineering, and construction (AEC) industry. While many may agree on the need to do this, what is less clear is the scholarly approach required for undertaking such an endeavor. Insights from studies associated with the Preparation for the Professions Program led by the Carnegie Foundation for the Advancement of Teaching offer a framework used for exploring professional preparation across professions is commonly referred to as the Three Apprenticeships—namely, Apprenticeships of the Head, the Hand, and the Heart. Within engineering-related fields, academic preparation for the profession primarily focuses on technical knowledge; but there is a need for more holistic, integrated learning experiences that involve different kinds of knowledge (Head), skills (Hand), and professional judgment (Heart). This study leverages the Three Apprenticeship framework to assess an integrated learning AEC experience in augmented reality (AR) by using real-time data collected from participants. Using the context of a children’s playground, participants were asked to redesign an existing play structure to better meet the needs of children, parents, and other stakeholders within the community. A five-metric assessment was developed to operationalize the head, hand, and heart constructs in this context and measure participants’ ability to think holistically in an authentic learning experience. These five assessment metrics included cost, time, safety, sustainability, and fun. This paper explores the development of this assessment and shares preliminary findings from the study.},
journal = {ASEE 2022 Annual Conference},
author = {Perry, L. and London, J. and Ayer, S. and McCord, K.},
}
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