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ON THE ACTIVATION OF STUDENTS THROUGH AUGMENTED REALITY EXPERIENCES
Published online by Cambridge University Press: 27 July 2021
Abstract
Over the last ten years, several stakeholders from the higher education sector have been involved in the area of student activation. This is due to the fact that, among other things, lecturers can get better feedback from the learners through active learning and thus can make the lecture more goal-oriented. Due to technological progress and currently available learning platforms, interactive methods are often used, which can be carried out with the help of online tools. Among the most commonly used methods are Peer Instruction (PI) and Just in Time Teaching (JiTT).
All kinds of Mixed Reality are increasingly used in industrial and social context, such as product development processes. Through Augmented Reality (AR) technology and the constant availability of powerful mobile devices, 3D-based content can be virtually linked to the real environment. This enables teaching complex content efficiently, which is otherwise difficult to achieve using conventional methods.
This paper shows an example on the creation of an AR-Experience to activate students even in a situation, that prevents attandence learning. The procedure is explained along the design and calculation of a non-switchable clutches within the lecture "machine elements".
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- This is an Open Access article, distributed under the terms of the Creative Commons Attribution-NonCommercial-NoDerivatives licence (http://creativecommons.org/licenses/by-nc-nd/4.0/), which permits non-commercial re-use, distribution, and reproduction in any medium, provided the original work is unaltered and is properly cited. The written permission of Cambridge University Press must be obtained for commercial re-use or in order to create a derivative work.
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- The Author(s), 2021. Published by Cambridge University Press
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