Eliciting student engagement of students developing XR applications via implementation of PBL
- DOI
- 10.2991/978-2-38476-138-8_12How to use a DOI?
- Keywords
- Experiential Learning; Project Based Learning; Extended Technology (XR); Student Engagement
- Abstract
Recently, the growth and demand of Extended Reality (XR) Technologies, which include (AR), VR and MR) around the world have surged, as XR is being utilized in a wide spectrum of fields. Many higher education institutions (HEIs) are integrating XR Technologies in their classrooms to increase learners' interest and provide them immersive simulated learning experiences using AR and VR educational applications. To meet the increasing demands of immersive technology applications, many HEIs are incorporating creative multimedia undergraduate programs to empower immersive technologies applications developers with the required professional skill set. However, one critical issue that most of the students developing immersive AR and VR applications face is the low level of student engagement (SE) due to the time-consuming process of development as well as implementation of passive teaching approaches. Constructivist student centered learning approaches over the years have shown influence on the multimodal construct of SE which encompasses behavioural, cognitive, and emotional engagement. Conducive to elicit SE levels of n=26 students enrolled in Bachelor of Creative Multimedia program developing final year AR & VR projects, a preliminary survey research was conducted to investigate the impact of constructivist Project Based Experiential Learning approach on student engagement. The results of the study indicate a significant impact on all three domains of student engagement of learners developing XR applications. The results indicated that students found the Project-Based Learning classes to be engaging and created a positive attitude amongst the students.
- Copyright
- © 2023 The Author(s)
- Open Access
- Open Access This chapter is licensed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (http://creativecommons.org/licenses/by-nc/4.0/), which permits any noncommercial use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if changes were made.
Cite this article
TY - CONF AU - Khadija Hamidani AU - Tse-Kian Neo AU - Vimala Perumal AU - Angela Amphawan AU - Ade Iram Susanty AU - Mahir Pardana AU - Sherly Artadita PY - 2023 DA - 2023/11/16 TI - Eliciting student engagement of students developing XR applications via implementation of PBL BT - Proceedings of the 3rd International Conference on Creative Multimedia 2023 (ICCM 2023) PB - Atlantis Press SP - 122 EP - 132 SN - 2352-5398 UR - https://doi.org/10.2991/978-2-38476-138-8_12 DO - 10.2991/978-2-38476-138-8_12 ID - Hamidani2023 ER -