2. Problems and Features of Knowledge Transfer in Modern Conditions of Digital Transformation
Knowledge engineering is a set of models, methods, and techniques aimed at creating systems that are designed to solve problems using knowledge. In fact, knowledge engineering is a theory, methodology, and technology that covers the methods of extracting, analyzing, presenting, and processing expert knowledge. Here, knowledge is understood as a set of information, concepts, and ideas about something received, acquired, and accumulated as a result of teaching, experience, the process of life, etc., and usually implemented in activities.
At a high level, the knowledge engineering process consists of two steps. (
Figure 1):
Knowledge extraction is the transformation of “raw knowledge” into organized knowledge.
Knowledge implementation (incorporation) is the transformation of organized knowledge into operational knowledge.
The content and purpose of the knowledge transfer concept in the context of education is the acquisition and development of the student’s ability to apply the acquired conceptual and procedural knowledge and skills in authentic professional contexts. In the area of knowledge transfer, various tools and models have been created to effectively manage knowledge and its representation in order to achieve the stated goal. Thus, there is an extensive review [
3] devoted to the analysis of the main factors influencing the transfer—characteristics of the student, the design and conduct of the intervention, and the influence of the working environment.
The so-called deep meaningful learning has received wide development. It is understood as thinking and development of a higher order through a variety of active intellectual activities aimed at building meaning through pattern recognition and association of concepts [
4]. It includes research, critical thinking, creative thinking, problem solving, and metacognitive skills. Due to the high degree of elaboration, this theory is successfully applied in improving the process of knowledge transfer at all education levels to achieve the application of knowledge in authentic contexts.
For the transfer to take place, it is necessary to organize learning as an active and dynamic process, which is influenced by the motives of students. Given the rapid and continuous development of technology in all areas and the dominance of the lifelong learning concept, knowledge transfer is considered a top priority in continuing professional development and corporate training programs.
The existing realities require a revision of the traditional methods. The development of information and communication technologies has led to the emergence of new opportunities for the representation of knowledge and its processing and use. The subject of modern knowledge engineering is interaction with the information field, which allows not only the exclusion of a person as a source of natural knowledge without losing the quality of knowledge data transfer, but also allows the significant expansion of the experience of the learner. The range of technology possibilities is growing, and using them during the educational process, we can simulate a large number of different situations that the learners may have to face in their professional activities. At the same time, it is necessary to reconsider the concept and essence of the representation and transfer of knowledge, which itself sets the context of the description and is a holistic description of the situation, formed as the result of generalizing information and establishing certain patterns in any subject area that let us set and solve problems in this area. Knowledge is a resource based on the practical experience of specialists and on the information that exists in the enterprise. When creating a modern information field of knowledge, it must be taken into account that information and communication technologies allow the embedding in a computer of a mechanism for both acquiring and deriving knowledge based on facts and relationships contained and organized in a computer environment. However, new opportunities opened up by the use of information and communication technologies have also identified new problems and challenges.
It was suggested that, with a certain level of sophistication, practical exercises can be replaced by virtual reality laboratories, so the use of specialized virtual laboratories is necessary.
4. Materials and Methods
4.2. VR Lab: Target Audience, Duration, Learning Process, and Activities
To overcome the limitations associated with the remote form of transferring practical knowledge, a virtual laboratory was developed at the Naberezhnye Chelny branch of Kazan Federal University for students of the speciality, “Repair and operation of transport and technological machines and complexes”. Now, the students are able to practice various operations and procedures both on real machines and in a virtual reality environment. At present, a typical model of VR equipment for balancing work has been developed, and laboratory work has been tested. During the implementation of this work, students study the purpose of the balancing machine, the device, and the principle of its operation, working out the steps of the technological process of balancing car tires and disks.
Students are given an initial safety briefing. The student is put on a helmet and controller straps. Under the supervision of the teacher, the process of the lesson begins.
First, the student needs to install the wheel on the shaft of the balancing machine, not forgetting to open and close the protective cover. Next, the parameters of the installed wheel are set. The balance of the wheel is checked by running the wheel, and according to the obtained unbalance values, it is necessary to install the weights. The wheel balance is checked by restarting the machine. This completes the lab. The purpose of the work is to achieve the required values within the permissible variation. The students do the entire described scenario in the developed VR laboratory (
Figure 4).
The duration of this practical work is determined by the duration of the technological process and depends on the type of wheel: for a passenger car, the process of balancing by a professional mechanician is 2 min, for a truck—5 min. Due to the minimalism of the virtual environment, the performance of the virtual laboratory is high even on relatively weak machines, so we can count, that interaction with the environment occurs instantly and is determined only by the qualifications of the performer. An untrained student can spend up to 15 min balancing a wheel for a car and 20 min for a truck.
To develop the linguistic skills of engineers, this laboratory was finalized. We have applied the same immersive method of getting acquainted with models of equipment and car components with the addition of a dictionary and instructions in foreign languages. The idea is that students in the process of performing laboratory work in a virtual reality environment see a description of the processes and instructions for performing in English. For each stage of the process, each piece of equipment and/or tool is accompanied by a description in Russian and English.
The current project has an environment where the student is located together with several interactive objects for learning.
Figure 5 shows the disc brakes of the vehicle.
It is planned to add items such as a two-fork lift and a car battery. A screenshot from the project with models of the objects under study is shown in
Figure 6.
Interaction with a bilingual virtual laboratory is carried out as part of the training of undergraduate students with the specialities “Service” and “Operation of Transport and Technological Machines and Complexes” on the discipline “Introduction to the Specialty”. The aim of the course is to familiarize students with the benefits of virtual reality and gain hands-on experience with available technology and improve their foreign language proficiency. The students were offered a training scenario in which they needed to get acquainted with the tools and details in a limited time. During the introduction, the name of the subject in English is shown. In addition to studying the translation of the object itself, you can parse it and show the translation of the constituent parts of the component.
After studying the technological process, students are asked to take an exam both for professional skills and for knowledge of English terms. Thus, by completing these exercises, students will be able to study specialized, technical English in depth, which will help them improve their general level of education, and will also allow them to communicate in English with foreign colleagues.
The student’s movements are minimal, as there is a space of 2 × 2 m. This will allow the student to reach the wheel, the controls of the machine, and get loads from the table. The virtual environment has been configured to match the real work with this wheel balancing machine as much as possible. This task was set within the framework of the pedagogy of problem-based learning in order to promote the development of knowledge that could be used during real work.
In addition to working in virtual reality mode, one can work without a helmet. All it takes is a keyboard to navigate and a mouse to interact. This method of interaction allows the transfer of knowledge to be organized remotely only if one has a computer. This format is a convenient way to conduct a lesson, even if the student or teacher is separated in space and time. Listening to the lesson, interacting with the virtual space and group tasks are performed. Such activity gives a sense of presence and blurs the boundaries that usually arise when transferring knowledge via videoconferencing.
The transition to learning from the real world to the virtual world works if the simulated objects and their properties exactly correspond to the real ones. The more accurately the properties of the real world are transmitted, the better the virtual learning contributes to the transfer of knowledge and provides an understanding of the system from the real world [
50,
51]. This development corresponds to situational learning and is aimed at creating a contextual, realistic, and interactive environment. This will allow the student to simulate real work experience at the enterprise, which has been confirmed by previous studies [
48]. We also performed a transfer assessment using the methodology described in
Section 4.4.
4.3. VR Lab: Development Methodology, Software Stack and Technical Requirements
A feature of the used method creation of a virtual laboratory is the creation of digital content and virtual models of equipment similar to those used in the industry by university staff, including with the involvement of computer students. This approach allows the organization of joint projects to solve real problems using the same modeling environment that is used in production. At the same time, within the framework of the collaboration of teachers and students of several areas, there is an exchange of experience and knowledge in an environment similar to a real professional one.
We have analyzed 2 environments for creating virtual reality laboratories (
Table 1).
The choice of a development environment was made in favor of Unreal Engine. At the time of the development of the VR lab, UE had a visual programming technology called Blueprints, and Unity also had a similar technology, although it was paid and had to be installed additionally.
Blueprints has been a key technology that simplifies the development and programming process. It allows you to do everything visually: drag and drop nodes, set their properties in the interface, and connect their “wires” instead of writing code line by line. In addition to rapid prototyping, they also simplify the creation of scripts.
We used the Unreal Engine version 4.27. We used the standard license, which is free to use by teachers and students for non-commercial projects [
52]. To create virtual locations, models that are in the public domain were used.
Due to the simplicity of working with this engine, it was possible to develop a demo version ready for use in the classroom in the shortest possible time.
Due to immersive capabilities, the developed knowledge transfer systems impose significant requirements on the hardware. Minimum hardware requirements are: 64-bit processor, such as Core i5-7500/Ryzen 5 1600, 12 GB RAM; and a 6GB video card, such as GTX 1060/RX 580. In addition, a virtual reality helmet is required. This is a significant limitation when distributing the laboratory for private use, for example, in residential areas with a full lockdown.
During the development, virtual reality devices were used, which students will work with in the future. These are HTC Vive and HP WMR. The kit includes the glasses themselves and the controllers as well as the base stations for tracking with the HTC Vive.
Table 2 shows the comparative characteristics of the presented devices.
4.4. Methodology for Evaluating the Effectiveness of Using the Proposed VR Lab
Estimating the transfer of the educational process between the simulated and real environment is a difficult task. Indirectly, it can be measured by the correlation between professional training and performance, but it is usually determined by the degree of improvement in the performance of tasks (in reality) after completing training (in a virtual environment) [
53]. The parameters for evaluating such a transfer can also be measures of technical and behavioral compatibility between these environments as well as individual characteristics, such as the reaction of students, acquired knowledge, motivation for learning, behavioral changes in participants as a result of training, and improvements in organizational work [
54,
55]. To confirm or refute the hypothesis of whether practical training can be replaced by virtual reality laboratories, we compared knowledge transfer using real physical equipment and a virtual laboratory. At the same time, it was important for us to evaluate both the quality of knowledge transfer when using the new methodology and the assessment of the course by the students themselves. Therefore, we used a combination of student surveys and the results of their examination session.
We conducted a mini-survey of students learning the repair and operation of transport and technological machines and complexes. In the Fall of 2021, we interviewed 3 groups of students who studied this course in the traditional form in 2017–2019 (27 students who studied the course in 2017, 23 students in 2018, and 24 students in 2019), and 2 groups of students who studied the course using a virtual laboratory (18 students in 2020 and 17 students in 2021). These students are among those who participated in the distance learning survey described in
Section 4.1. We used Google Forms to collect the data. The questionnaire included the following statements:
I am more motivated by the prospect of acquiring new knowledge, skills and abilities than by the grades that I can get.
I feel that I have gained new experience that will be useful to me in my future professional activities.
I enjoy attending classes in the subject and try not to miss them without a good reason.
I am not distracted by foreign objects in the course of the work.
I believe that there is a lack of new digital technologies in the scope of the materials in this discipline.
Thus, with the help of the first question, we measure the student motivational level and also his desire to acquire knowledge, which, with the proposed methodology for transferring knowledge, includes, in addition to professional knowledge, digital knowledge and skills. The second question enables the assessment of the students’ feelings about the quality and usefulness of the acquired knowledge in their professional activities. The third question shows the level of a student’s interest in the course with traditional and proposed technology of knowledge transfer. We use the fourth question to compare the levels of a student’s self-discipline and self-organization in the course with traditional and proposed knowledge transfer technology. The fifth question allows us to directly get a student’s assessment regarding the adequacy of the use of digital technologies in the course.
We asked students to rate their degree of agreement with each statement on a 5-level Likert scale, where 1 is “strongly disagree” and 5 is “strongly agree”.
We used ANOVA to compare the results of surveys of students’ groups studying according to different methods over several years. In total, of the 109 students in the automotive direction, 74 students trained using physical equipment and 35 using virtual. At the end of the training, the examination tests results of the studied groups were also compared.
The formation of the student’s assessment for the exam is influenced by the speed of the task and the number of mistakes made. Based on the assessment, we can draw conclusions about the change in the quality of knowledge transfer using the virtual laboratory.
Questions 1–4 of the questionnaire make it possible to assess whether the transfer of knowledge with the proposed methodology is deep and not superficial. At the same time, we mean by deep learning the understanding by students of the course place in the overall educational trajectory and the course usefulness in the short or long term [
4,
56].
In addition, to assess the degree of compliance of the developed laboratory with real conditions, we also asked questions to 4 full-time teachers who lead disciplines in vehicle repair and maintenance, and 2 invited teachers who combine teaching activities with work at automotive service enterprises:
I feel that the environment and scene in the virtual laboratory is similar to the real physical environment in the enterprises of the vehicle service.
I feel that the scenario laid down in the virtual laboratory corresponds to the technological process of balancing the vehicle wheel.
We instructed teachers on the rules of interaction with virtual reality equipment, conducted work sessions in a virtual laboratory, and then asked them to evaluate the degree of agreement with each statement on a 5-level Likert scale, where 1 is “strongly disagree” and 5 is “strongly agree”.
6. Conclusions
The growth in the rate of development of engineering and technology exacerbates the problems of the technical literacy of specialists. The main resources for the development of companies are increasingly becoming people and the knowledge they possess, intellectual capital, and the growing professional competence of personnel. Today, new methods of knowledge transfer based on the intersection of information technologies and engineering approaches are required, which will allow a synergistic effect from their interaction to be obtained. This creates new challenges for knowledge engineering. In particular, this concerns the system of training technical specialists in the operation of vehicles, which should overcome inertia, a decrease in student motivation, insufficient funding for the re-equipment of laboratories, and increased requirements for teachers.
Currently, society is moving along the path of the digitalization of all spheres of life. One of the reasons for this was the COVID-19 pandemic, which has radically affected the world and all aspects of education, leading to social distancing and technological changes in the form of knowledge transfer and the development of practical skills. In the context of the lockdown due to COVID-19, educational institutions were faced with the task of transforming educational material from the traditional form of delivery to the remote one while maintaining the quality of its development. When developing new methods of knowledge transfer, it is necessary to consider how best to meet the academic intellectual and emotional needs of engineering students. In this sense, the virtual way of transferring knowledge is the only possible one. After the removal of the COVID restrictions, the prospects for the development of virtual laboratories have not decreased, since they are often a good alternative to physical laboratories in the traditional form of face-to-face classes, especially in the case of the potential danger of the experiments being carried out.
Experience gained during the COVID-19 pandemic shows that the use of new methods of knowledge transfer in engineering education contributes to the development of competencies required for high-tech industries. To do this, it is advisable to use the virtual reality learning environment, which motivates students to engage in engineering professions and improve not only their professional but also their linguistic skills. Without educational laboratories, it is impossible to implement the formation of practical skills in any area of engineering training. They allow students to participate in various stages of experiential learning, including conceptualization and experimentation, followed by reflection, analysis, and interpretation of the data obtained. Similarly, the traditional ways of learning languages are increasingly receding into the “background” and therefore the applications of new technologies can increase the efficiency of working with languages. Virtual reality has entered our personal and professional lives and is becoming an effective means of intercultural and professional communication.
As part of this study, it was found out that the use of methods for teaching engineers special disciplines and language skills using VR technologies is much more effective than the traditional one; after tests and surveys, an increase in students’ interest in learning was revealed, and their performance improved noticeably. It was possible, on the one hand, to increase the involvement of students, and, on the other hand, to provide a safer learning environment. The introduction of a virtual simulation system allows students to practice real actions on virtual workstations.
It is planned to finalize the project, increase the interactivity of objects and their number, optimize the application to increase productivity. Blended learning needs to be added. If circumstances arise that interfere with attending a class, the student is given the opportunity to attend it remotely. Remote monitoring of what is happening in the classroom is observed as well as the participation in the lesson and interaction with groupmates and the teacher.
Author Contributions
Conceptualization, I.M.; methodology, I.M., J.M., A.B. and L.F.; formal analysis, I.M., G.P., P.B. and V.S.; investigation, I.M., J.M., A.B., L.F., G.P., P.B. and V.S.; resources, I.M., A.B., L.F. and G.P.; writing—original draft preparation, I.M., J.M., A.B., L.F., G.P., P.B. and V.S.; writing—review and editing, I.M., J.M., A.B., L.F., G.P., P.B. and V.S.; visualization, A.B., L.F. and G.P.; project administration, P.B. All authors have read and agreed to the published version of the manuscript.
Funding
This research received no external funding.
Institutional Review Board Statement
Not applicable.
Informed Consent Statement
Informed consent was obtained from all subjects involved in the study.
Data Availability Statement
Data can be obtained from the corresponding author.
Conflicts of Interest
The authors declare no conflict of interest.
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Figure 1.
Process of knowledge engineering.
Figure 2.
Distribution of students by courses of study.
Figure 3.
Age composition of the students.
Figure 4.
View of virtual laboratory: (a) before the wheel is installed on the balancing bench; (b) after installation; (c) wheel settings; (d) wheel needs balancing: 10 grams on the left and fifteen on the right; (e) installing weight on the right rim.
Figure 5.
Screenshot of the environment of the object under study and its translation into English.
Figure 6.
3D object models.
Figure 7.
Difficulties in the remote format of knowledge transfer.
Figure 8.
Methods for mastering educational materials.
Figure 9.
Exam results in Maths ((a,b)—teacher 1, (c,d)—teacher 2) and in Structural Materials Technology ((e,f)—teacher 3, (g,h)—teacher 4).
Figure 10.
Survey results.
Figure 11.
Distributions of answers to questions.
Figure 12.
Exam results—average score obtained by students.
Figure 13.
Distribution of exam results.
Figure 14.
Distribution of teachers’ survey results.
Table 1.
Comparison of environments for creating virtual student learning tools.
Parameters | Unity Game Engine | Unreal Engine |
---|
Coding | C#—Also ‘Prefab‘ is used for encoding according to each scene. | C++—Also used in BluePrints without coding with drag-and-drop logic. |
Cost | The most basic plan (Personal) is free to use, but more expansive and business-oriented plans cost $399 annually per account or more. | The platform is free to use, but includes a royalty system that takes effect as soon as the app monetizes, bringing the company (Epic Games) 5% of the profit. |
Graphics | Physically-Based Rendering, Global Illumination, Volumetric lights after a plugin installed, Post Processing | Physically-Based Rendering, Global Illumination, Volumetric lights out of the box, Post Processing, Material Editor |
Performance | Does not scale well, unlike Unreal Engine | Has support for distributed execution |
Visual programming | Unavailable at the time of development | Blueprints is an Unreal Engine visual scripting system. It is a quick way to create game prototypes. |
Table 2.
Comparative characteristics of virtual reality devices.
Title | Display Resolution | Field of Vision | Update Frequency, Ghz | Other Sensors |
---|
HTC Vive | 2160 × 1200 | 110 | 90 | Proximity and position sensor |
HP WMR | 2880 × 1440 | 95 | 90 | Front motion cameras Inside-out |
Table 3.
The results of the dispersion analysis of the survey.
Question Number | F | p-Value |
---|
1 | 10.84617 | 0.001342456 |
2 | 165.0139 | 2.05886 × 10−23 |
3 | 230.2754 | 1.95939 × 10−28 |
4 | 901.7582 | 6.01913 × 10−54 |
5 | 225.7624 | 4.04072 × 10−28 |
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