TY - GEN
T1 - What is happening in the process of engaging Architectural Students and Teachers for including Virtual and Interactive Systems in the Projects Developments?
AU - Fonseca, David
AU - Sanchez-Sepulveda, Monica
AU - Necchi, Silvia
AU - Peña, Enric
AU - Marti, Nuria
AU - Villagrasa, Sergi
AU - Redondo, Ernest
AU - Franquesa, Jordi
AU - Navarro, Isidro
N1 - Funding Information:
This research was supported by the National Program of Research, Development and Innovation aimed to the Society Challenges with the references BIA2016-77464-C2-1-R & BIA2016-77464-C2-2-R, both of the National Plan for Scientific Research, Development and Technological Innovation 2013-2016, Government of Spain, titled “Gamificación para la enseñanza del diseño urbano y la integración en ella de la participación ciudadana (ArchGAME4CITY)”, & “Diseño Gamificado de visualización 3D con sistemas de realidad virtual para el estudio de la mejora de competencias motivacionales, sociales y espaciales del usuario (EduGAME4CITY)” (AEI/FEDER, UE).
Publisher Copyright:
© 2020 ACM.
PY - 2020/10/21
Y1 - 2020/10/21
N2 - The new technologies applied to complex learning environments need a pedagogical design adapted to the competences that we want to enforce or improve, the adaptation of the teacher, new and actualized resources, and the capacity to make the learning following both, the face-to-face as the on-line mode. Our paper presents the perception of students and teachers, how by using the Project-Based Learning (PBL) approach and using a gamified and interactive Virtual Reality (VR) system in the context of Building, Urban and Architecture studies we can re-force the acquisition of visual management competences. To improve the spatial competences and the visual understanding of 3D complex models for re-organizing the urban space, we have designed an educational proposal based on free applications where the students must design, create and integrate ephemeral architecture proposals for a citizenship final urban interaction. This step incorporates to the student's assessment an informal feedback, which complements the formal evaluation and gives them a point of view based on valuable social data for further projects. However, the lack of standards, the complexity of the software, the learning times, and the teacher's rejection to use these approaches, many times due to lack of interest or because of the digital gap derived from age and the classical workflows, are factors that are complicating the modernization of the learning process, establishing a low level of implantation and student's use in other subjects, as our study demonstrates. For these reasons, we have conducted an explorative research to compare the perception of the students and the teachers, with the clear result, that shows that nowadays in Architecture education, we can find a gender, and age gap in the acceptation of these systems, something that blocks their training, while in the professional sector are used and demanded.
AB - The new technologies applied to complex learning environments need a pedagogical design adapted to the competences that we want to enforce or improve, the adaptation of the teacher, new and actualized resources, and the capacity to make the learning following both, the face-to-face as the on-line mode. Our paper presents the perception of students and teachers, how by using the Project-Based Learning (PBL) approach and using a gamified and interactive Virtual Reality (VR) system in the context of Building, Urban and Architecture studies we can re-force the acquisition of visual management competences. To improve the spatial competences and the visual understanding of 3D complex models for re-organizing the urban space, we have designed an educational proposal based on free applications where the students must design, create and integrate ephemeral architecture proposals for a citizenship final urban interaction. This step incorporates to the student's assessment an informal feedback, which complements the formal evaluation and gives them a point of view based on valuable social data for further projects. However, the lack of standards, the complexity of the software, the learning times, and the teacher's rejection to use these approaches, many times due to lack of interest or because of the digital gap derived from age and the classical workflows, are factors that are complicating the modernization of the learning process, establishing a low level of implantation and student's use in other subjects, as our study demonstrates. For these reasons, we have conducted an explorative research to compare the perception of the students and the teachers, with the clear result, that shows that nowadays in Architecture education, we can find a gender, and age gap in the acceptation of these systems, something that blocks their training, while in the professional sector are used and demanded.
KW - Architecture and Building education
KW - Digital literacy
KW - ICTs in education
KW - Interactive systems
KW - Virtual reality
UR - http://www.scopus.com/inward/record.url?scp=85100546384&partnerID=8YFLogxK
U2 - 10.1145/3434780.3436540
DO - 10.1145/3434780.3436540
M3 - Conference contribution
AN - SCOPUS:85100546384
T3 - ACM International Conference Proceeding Series
SP - 775
EP - 783
BT - Proceedings - TEEM 2020, 8th International Conference on Technological Ecosystems for Enhancing Multiculturality
A2 - Garcia-Penalvo, Francisco Jose
PB - Association for Computing Machinery
T2 - 8th International Conference on Technological Ecosystems for Enhancing Multiculturality, TEEM 2020
Y2 - 21 October 2020 through 23 October 2020
ER -