Article 2016

Enhancing Project-Based Learning Through Student and Industry Engagement in a Video-Augmented 3-D Virtual Trade Fair

IEEE Transactions on Education
Journal · Vol. 59 · Issue 4 · pp. 290-298
Abstract

Project-based learning is a widely used pedagogical strategy in engineering education shown to be effective in fostering problem-solving, design, and teamwork skills. There are distinct benefits to be gained from giving students autonomy in determining the nature and scope of the projects that they wish to undertake, but a lack of expert guidance and of a clear direction at the outset can result in confusion, frustration, and unfulfilled goals. Moreover, engineering schools face the imperative of providing students with opportunities to engage with industry during their courses, which can be difficult to accomplish due to logistical and time constraints. This paper reports on a case study in which undergraduate students of electrical, computer, mechatronics, and telecommunications engineering interacted with representatives from industry to obtain feedback at the inception phase of their design projects. Students pitched their ideas to the industry guests at a virtual 'trade fair' held within a hybrid video conferencing and three-dimensional (3-D) virtual world environment, in preparation for the assessable pitches that they had to deliver on campus to a faculty audience. Survey and assessment results attest to the participants' satisfaction as well as to the effectiveness of the approach in improving student self-efficacy and performance. The paper concludes with recommendations for engineering educators looking to implement similar initiatives and a brief outline of the authors' plans for the future. © 1963-2012 IEEE.

Keywords

Author Keywords

Project-Based Learning Authentic learning industry engagement Engineering design 3-D virtual world video conferencing

Index Keywords

E-learning Teaching Engineering education Students Project based learning Problem solving education Commerce Virtual reality Undergraduate students Authentic learning Pedagogical strategies Surveys Engineering design Virtual worlds Telecommunications engineerings Exhibitions Video conferencing Threedimensional (3-d)
Author Affiliations
School of Education, Charles Sturt University, Wagga Wagga, Wagga Wagga, NSW, Australia
Faculty of Engineering and Information Sciences, University of Wollongong, Wollongong, NSW, Australia
Funding & Acknowledgements
No funding information
References 10 References
1 Toward A New Science of Educational Testing and Assessment, (1992)
2 Authentic Learning Environments in Higher Education, (2006)
3 Reality by Design the Rhetoric and Technology of Authenticity in Education, (1998)
4 Resnick, Lauren B., The 1987 Presidential Address Learning In School and Out, Educational Researcher, 16, 9, pp. 13-54, (1987)
5 Search of an Authentic Alternative Examination Task for Open and Distance Learners A Case Study in Shared Ownership of Assessment within Students Life Contexts, (2007)
6 Stein, Sarah J., Incorporating authentic learning experiences within a university course, Studies in Higher Education, 29, 2, pp. 239-258, (2004)
7 Gulikers, Judith Theresia Maria, Authenticity is in the eye of the beholder: Student and teacher perceptions of assessment authenticity, Journal of Vocational Education and Training, 60, 4, pp. 401-412, (2008)
8 Prince, Michael J., Inductive teaching and learning methods: Definitions, comparisons, and research bases, Journal of Engineering Education, 95, 2, pp. 123-138, (2006)
9 Dym, Clive L., Engineering design thinking, teaching, and learning, Journal of Engineering Education, 94, 1, pp. 103-120, (2005)
10 Uk Approaches to Engineering Project Based Learning, (2010)
Quick Actions
Full Text via DOI
Citation Metrics
44
Times Cited (Scopus)

References 10
Document Identifiers