The present study assessed a short training experiment to improve spatial abilities using two tools based on virtual technologies: one focused on manipulation of specific geometric virtual pieces, and the other consisting of virtual orienteering game. The two tools can help improve spatial abilities required for many engineering problem-solving procedures. The results indicated that training activities improved the components of space ability (mental rotation, spatial visualization, and spatial orientation). In addition, it was concluded that there were no differences between men and women with respect to spatial ability levels before or after the training experiment. This fact resulted from masked training relating to daily living and leisure activities that are usually indistinctly performed by men and women in developed and industrialized countries.
Most papers about spatial skills and their components refer to the fact that engineering, architectural and scientific jobs require a good level of spatial ability. Spatial ability has an impact on every scientific and technical field, so it's still undergoing strong development when it comes to engineering, technology, art and many other aspects of life. In the academic environment, Graphic Design teachers usually see students who have difficulties solving tasks requiring spatial reasoning and viewing abilities. The main aim of this work is the development of didactic material based on several virtual and augmented reality formats, knowing how students behave while using them, and checking if they are useful materials to improve their spatial abilities. This work present Three different technologies: virtual reality, augmented reality and portable document format to find out if they are suitable technologies together suitable methodologies to improve spatial ability and from the student's perspective, their opinion of the tool and their motivation to learn more about the aspects of 3D reality. We present a pilot study that compared the results of improvement in spatial ability acquired by freshman engineering students also a survey of satisfaction and motivation of the methodology and technology used.
El conocimiento se genera de forma más rápida que nuestra capacidad de absorberlo. Por ello, lo importante es lo que sabemos hacer hoy y de qué seremos capaces de aprender para lo que nos espera mañana. En este artículo se analizan los modelos no presenciales existentes para adaptarlos al diseño de un aprendizaje que se adapte a las necesidades del alumno. Casi todo es realizable con apoyo de tecnología, por ello desarrollamos un modelo que apoyado en la misma permita desarrollar unas clases en las que el alumno pueda pasar, cuando lo estime oportuno, de presencial a virtual y viceversa. Se diferencia del modelo de otros autores que contemplan a un alumno solo presencial o solo virtual. Nuestro modelo da el protagonismo del aprendizaje al alumno, siendo el profesor el coordinador de su actividad y tutor de sus necesidades académicas. Tras tres años de aplicación del modelo, las asignaturas participantes han mejorado la tasa de rendimiento en más del 70% y la tasa de éxito en más del 35%.
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