This paper describes the use of a 360 0 -video case study to enhance experiential learning in an ICT systems analysis class. We hypothesize that the use of a visual case study combined with virtual instructions can lead to learning motivation and enhanced learner engagement. This examination follows the conceptualization phase of a methodology to investigate the practical uses of the intervention deriving in learning engagement. A sample of 24 participants from an Australian University was considered. The findings of the study reveal a positive impact on the measures provoking learning engagement and motivation among the participants.
This research investigates the impact of experiential learning methods in teaching system modelling in higher education ICT classroom. We hypothesize that the integration of visualization and gamification by incorporating 3d printed objects and a virtual video 3600 case scenario can improve learning motivation, engagement and enhance learning outcomes.The data was gathered through a usability test using a Likert scale from students (n=24) of two conditions (control group n=12 and experimental group n=12) using a design-based research methodology. Significant results were found for 11 of the 14 usability questions asked of the participants during the study. Preliminary results show that the experiential learning activities promote engagement and motivation and have a positive effect on learning. Using 3d printed objects provides an added layer of facilitated interaction for individuals and between learners on the usability measures of manipulability, memorability, navigability and communication. However, measures of creativity, visibility and efficiency were not significant due to the delivery and novelty of the approach. Based on the positive results of the usability test further work is required to refine the intervention. This includes unpacking the effects of visualization and gamification on motivation, engagement and learning in system modelling.
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