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    Digitizing Product Dissection: A Case Study on Augmented Reality and Animation in Engineering Education

    Source: Journal of Mechanical Design:;2022:;volume( 144 ):;issue: 008::page 82301-1
    Author:
    Kearney
    ,
    Kevin G.;Starkey
    ,
    Elizabeth M.;Miller
    ,
    Scarlett R.
    DOI: 10.1115/1.4054159
    Publisher: The American Society of Mechanical Engineers (ASME)
    Abstract: The global pandemic of 2020 caused a paradigm shift in engineering education. In a matter of weeks, and sometimes days, faculty members across the world had to move their hands-on engineering courses to an online environment. During this shift, educators relied on technology more so than ever to improve student design learning without an empirically understanding of the impact of this shift on students' cognition and understanding. The current study was developed to determine the cognitive underpinnings of such shifts by exploring the impact of Augmented Reality (AR) and animation impact engineering student learning, cognitive load, and recall during a virtual product dissection educational activity. This was achieved through a full factorial experiment with 117 first-year engineering students where students were divided into one of four conditions: baseline of virtual dissection; virtual dissection + animation, AR dissection, and AR dissection + animation. The results of the study show that students in the virtual dissection + animation showed an increased understanding of the product over the three other conditions. In addition, participant cognitive load and recall in the AR condition were not significantly different than in a non-AR virtual environment. The results are used to provide recommendations on how technology can be utilized in a virtual classroom environment, providing crucial insight into the steps needed to virtualize engineering education during the pandemic as well as future steps toward possible education reform.
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      Digitizing Product Dissection: A Case Study on Augmented Reality and Animation in Engineering Education

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    https://yetl.yabesh.ir/yetl1/handle/yetl/4287347
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    contributor authorKearney
    contributor authorKevin G.;Starkey
    contributor authorElizabeth M.;Miller
    contributor authorScarlett R.
    date accessioned2022-08-18T13:03:16Z
    date available2022-08-18T13:03:16Z
    date copyright5/24/2022 12:00:00 AM
    date issued2022
    identifier issn1050-0472
    identifier othermd_144_8_082301.pdf
    identifier urihttp://yetl.yabesh.ir/yetl1/handle/yetl/4287347
    description abstractThe global pandemic of 2020 caused a paradigm shift in engineering education. In a matter of weeks, and sometimes days, faculty members across the world had to move their hands-on engineering courses to an online environment. During this shift, educators relied on technology more so than ever to improve student design learning without an empirically understanding of the impact of this shift on students' cognition and understanding. The current study was developed to determine the cognitive underpinnings of such shifts by exploring the impact of Augmented Reality (AR) and animation impact engineering student learning, cognitive load, and recall during a virtual product dissection educational activity. This was achieved through a full factorial experiment with 117 first-year engineering students where students were divided into one of four conditions: baseline of virtual dissection; virtual dissection + animation, AR dissection, and AR dissection + animation. The results of the study show that students in the virtual dissection + animation showed an increased understanding of the product over the three other conditions. In addition, participant cognitive load and recall in the AR condition were not significantly different than in a non-AR virtual environment. The results are used to provide recommendations on how technology can be utilized in a virtual classroom environment, providing crucial insight into the steps needed to virtualize engineering education during the pandemic as well as future steps toward possible education reform.
    publisherThe American Society of Mechanical Engineers (ASME)
    titleDigitizing Product Dissection: A Case Study on Augmented Reality and Animation in Engineering Education
    typeJournal Paper
    journal volume144
    journal issue8
    journal titleJournal of Mechanical Design
    identifier doi10.1115/1.4054159
    journal fristpage82301-1
    journal lastpage82301-11
    page11
    treeJournal of Mechanical Design:;2022:;volume( 144 ):;issue: 008
    contenttypeFulltext
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