Methodologies of Learning Served by Virtual Reality: A Case Study in Urban Interventions
Abstract
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Abstract
1. Introduction
2. Methods and Technologies
- Assess the incorporation of immersive ICTs and gamification in the educational process (specifically in the urban project).
- Assess the motivation and usability of the gamification platform by the users.
- Study and establish links between the profiles of the users and the results of the surveys.
- Determine the relationship between satisfaction, motivation and user experience.
3. Results
4. Discussion
- Professionals valued the system higher than the students as professionals have more knowledge on the field and know what to do, and what they are connecting is only the how to do it, which is the with the VR system. Meanwhile, students are learning both things, the what and the how at the same time, rather than connecting both aspects with previous knowledge.
- There were more similarities within the students’ group than within the professionals’ group. The students that participated in the experience were all at the same level of their academic career, while the variation in the professionals’ group was higher, as it depended on their professional specializations inside their fields.
- Professionals valued higher the systems that help them to transmit problems, solutions and ideas to both, the non-specialized and specialized, public. Students, valued higher the fact that this system helps them to understand the relationships between buildings and the space between them. The values were associated to those that were more used to working in their careers.
5. Conclusions and Future Work
Author Contributions
Funding
Conflicts of Interest
References
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Survey Statement # | Urbanism Competence |
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1, 2 y 6 | Ability to comprehend the relations among people and buildings, between buildings and their surroundings, and buildings and spaces among them based on human scale and needs |
3 | Capability of making decisions (in projects, construction systems, organization, etc.) |
4 | Capability to communicate ideas, information, problems and solutions to a specialized and non-specialized public |
3 | Capability of acquiring self-critical capacity |
5 | Aptitude or ability to apply the basic formal, functional and technical principles to the conception and design of buildings and urban complexes, defining their general characteristics and benefits to be achieved |
7 | Aptitude or ability to develop building programs, considering the requirements of customers and users, analyzing precedents and location conditions, applying standards and establishing dimensions and relationships of spaces and equipment |
2 | Understanding the relationships between human behavior, the natural or artificial environment and objects, according to human requirements and scale |
Disagree -> Agree | |||||
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The interactive virtual reality (VR) system helps: | 1 | 2 | 3 | 4 | 5 |
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Knowing the interactive VR system: | 1 | 2 | 3 | 4 | 5 |
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Sanchez-Sepulveda, M.V.; Torres-Kompen, R.; Fonseca, D.; Franquesa-Sanchez, J. Methodologies of Learning Served by Virtual Reality: A Case Study in Urban Interventions. Appl. Sci. 2019, 9, 5161. https://doi.org/10.3390/app9235161
Sanchez-Sepulveda MV, Torres-Kompen R, Fonseca D, Franquesa-Sanchez J. Methodologies of Learning Served by Virtual Reality: A Case Study in Urban Interventions. Applied Sciences. 2019; 9(23):5161. https://doi.org/10.3390/app9235161
Chicago/Turabian StyleSanchez-Sepulveda, Monica V., Ricardo Torres-Kompen, David Fonseca, and Jordi Franquesa-Sanchez. 2019. "Methodologies of Learning Served by Virtual Reality: A Case Study in Urban Interventions" Applied Sciences 9, no. 23: 5161. https://doi.org/10.3390/app9235161
APA StyleSanchez-Sepulveda, M. V., Torres-Kompen, R., Fonseca, D., & Franquesa-Sanchez, J. (2019). Methodologies of Learning Served by Virtual Reality: A Case Study in Urban Interventions. Applied Sciences, 9(23), 5161. https://doi.org/10.3390/app9235161