Note: When clicking on a Digital Object Identifier (DOI) number, you will be taken to an external site maintained by the publisher.
Some full text articles may not yet be available without a charge during the embargo (administrative interval).
What is a DOI Number?
Some links on this page may take you to non-federal websites. Their policies may differ from this site.
-
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
-
Providing students with hands-on construction experiences enables them to apply conceptual knowledge to practical applications, but the high costs associated with this form of learning limit access to it. Therefore, this paper explores the use of augmented reality (AR) to enable students in a conventional classroom or lab setting to interact with virtual objects similar to how they would if they were physically constructing building components. More specifically, the authors tasked student participants with virtually constructing a wood-framed wall through AR with a Microsoft HoloLens. Participants were video-recorded and their behaviors were analyzed. Subsequently, observed behaviors in AR were analyzed and compared to expected behaviors in the physical environment. It was observed that students performing the tasks tended to mimic behaviors found in the physical environment in how they managed the virtual materials, leveraged physical tools in conjunction with virtual materials, and in their ability to recognize and fix mistakes. Some of the finer interactions observed with the virtual materials were found to be unique to the virtual environment, such as moving objects from a distance. Overall, these findings contribute to the understanding of how AR may be leveraged in classrooms to provide learning experiences that yield similar outcomes to those provided in more resource-intensive physical construction site environments.more » « less
An official website of the United States government

Full Text Available